Isolate legacy stroke sample execution
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@@ -6,6 +6,7 @@
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#include "bezier.h"
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#include "canvas.h"
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#include "app.h"
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#include "legacy_canvas_stroke_execution_services.h"
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#include "legacy_canvas_stroke_services.h"
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#include "legacy_ui_gl_dispatch.h"
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#include "paint_renderer/compositor.h"
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@@ -249,52 +250,42 @@ glm::vec4 NodeStrokePreview::stroke_draw_samples(
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Texture2D& blend_tex,
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bool copy_stroke_destination)
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{
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if (copy_stroke_destination)
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{
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set_active_texture_unit(1U);
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blend_tex.bind(); // bg, copy of framebuffer (copied before drawing)
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}
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const glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
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const auto result = pp::panopainter::execute_legacy_canvas_stroke_sample(
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pp::panopainter::LegacyStrokeSampleExecutionRequest {
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.context = "NodeStrokePreview::stroke_draw_samples",
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.target_size = size,
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.vertices = P,
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.copy_stroke_destination = copy_stroke_destination,
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.bind_destination_texture = [&] {
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set_active_texture_unit(1U);
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blend_tex.bind(); // bg, copy of framebuffer (copied before drawing)
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},
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.copy_framebuffer_to_destination_texture = [](
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int src_x,
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int src_y,
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int dst_x,
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int dst_y,
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int width,
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int height) {
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// this is also used by the mixer
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copy_framebuffer_to_texture_2d(src_x, src_y, dst_x, dst_y, width, height);
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},
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.unbind_destination_texture = [&] {
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set_active_texture_unit(1U);
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blend_tex.unbind();
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},
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.upload_brush_vertices = [&](std::span<const vertex_t> vertices) {
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m_brush_shape.update_vertices(
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const_cast<vertex_t*>(vertices.data()),
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static_cast<int>(vertices.size()));
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},
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.draw_brush_shape = [&] {
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m_brush_shape.draw_fill();
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},
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});
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glm::vec2 size = { m_rtt.getWidth(), m_rtt.getHeight() };
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glm::vec2 bb_min(size);
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glm::vec2 bb_max(0, 0);
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for (int j = 0; j < P.size(); j++)
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{
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bb_min = glm::max({ 0, 0 }, glm::min(bb_min, xy(P[j].pos)));
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bb_max = glm::min(size, glm::max(bb_max, xy(P[j].pos)));
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}
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auto bb_sz = bb_max - bb_min;
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glm::vec2 pad(1);
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glm::ivec2 tex_pos = glm::clamp(glm::floor(bb_min) - pad, { 0, 0 }, size);
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glm::ivec2 tex_sz = glm::clamp(glm::ceil(bb_sz) + pad * 2.f, { 0, 0 }, (glm::vec2)(glm::ivec2(size) - tex_pos));
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if (copy_stroke_destination)
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{
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// this is also used by the mixer
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copy_framebuffer_to_texture_2d(tex_pos.x, tex_pos.y, tex_pos.x, tex_pos.y, tex_sz.x, tex_sz.y);
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}
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if (P.size() == 4)
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{
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static vertex_t rect[6];
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rect[0] = P[0];
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rect[1] = P[1];
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rect[2] = P[2];
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rect[3] = P[0];
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rect[4] = P[2];
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rect[5] = P[3];
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m_brush_shape.update_vertices(rect, 6);
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}
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m_brush_shape.draw_fill();
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if (copy_stroke_destination)
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{
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set_active_texture_unit(1U);
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blend_tex.unbind();
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}
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return glm::vec4(tex_pos, tex_pos + tex_sz);
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return result.dirty_bounds;
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}
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std::vector<NodeStrokePreview::StrokeFrame> NodeStrokePreview::stroke_draw_compute(Stroke& stroke, float zoom) const
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