Route remaining shader setup through helpers

This commit is contained in:
2026-06-13 06:22:39 +02:00
parent 05b721bce6
commit 493282264d
9 changed files with 132 additions and 64 deletions

View File

@@ -593,9 +593,10 @@ void CanvasModeGrid::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, cons
auto const& l = m_lines[i];
auto origin = l.o;
auto dir = l.d;
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, m_highlight && i == m_selected_index ? blue : red);
pp::panopainter::setup_legacy_vr_color_shader({
.color = m_highlight && i == m_selected_index ? blue : red,
.mvp = proj * camera,
});
static glm::vec4 AB[2];
AB[0] = {origin - dir * 10.f, 1};
AB[1] = {origin + dir * 10.f, 1 };
@@ -612,9 +613,10 @@ void CanvasModeGrid::init()
void CanvasModeGrid::commit()
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj){
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, {1, 0, 0, 1});
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 1, 0, 0, 1 },
.mvp = proj * camera,
});
static glm::vec4 AB[2];
AB[0] = {origin - dir * 10.f, 1};
AB[1] = {origin + dir * 10.f, 1 };
@@ -742,10 +744,10 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
// blending state intentionally left unchanged here.
apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col,
App::I->keys[(int)kKey::KeyCtrl] ? glm::vec4(0, 0, 0, 1) : glm::vec4(1, 1, 1, 1));
pp::panopainter::setup_legacy_vr_color_shader({
.color = App::I->keys[(int)kKey::KeyCtrl] ? glm::vec4(0, 0, 0, 1) : glm::vec4(1, 1, 1, 1),
.mvp = proj * camera,
});
m_shape.draw_fill();
};
// use m_shape to render the mask polygon
@@ -825,9 +827,10 @@ void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
{
if (m_dragging)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 0, 0, 1 },
.mvp = glm::scale(glm::vec3(1, -1, 1)) * ortho,
});
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
m_shape.draw_stroke();
}
@@ -877,9 +880,10 @@ void CanvasModeMaskLine::leave(kCanvasMode next)
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
// blending state intentionally left unchanged here.
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 1, 1, 1, 1 },
.mvp = proj * camera,
});
m_shape.draw_fill();
};
Canvas::I->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), Canvas::I->m_smask, 0);
@@ -982,17 +986,19 @@ void CanvasModeMaskLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
{
if (m_active_tool)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::scale(glm::vec3(1,-1,1)) * ortho);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 0, 0, 1 },
.mvp = glm::scale(glm::vec3(1, -1, 1)) * ortho,
});
//m_dragging ? m_shape.draw_stroke() : m_shape.draw_fill();
m_shape.draw_stroke();
}
else
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 0, 0, 1 },
.mvp = proj * camera,
});
m_shape.draw_stroke();
}
}
@@ -1010,9 +1016,10 @@ void CanvasModeFill::leave(kCanvasMode next)
if (m_points.size() > 2)
{
auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, {1, 1, 1, 1});
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 1, 1, 1, 1 },
.mvp = proj * camera,
});
m_shape.draw_fill();
};
Canvas::I->draw_objects_direct(std::bind(drawer, std::placeholders::_1, std::placeholders::_2), Canvas::I->m_smask, 0);
@@ -1102,9 +1109,10 @@ void CanvasModeFill::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, cons
{
if (!m_points.empty())
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, .25 });
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 0, 0, .25 },
.mvp = proj * camera,
});
m_dragging ? m_shape.draw_fill() : m_shape.draw_stroke();
}
}
@@ -1352,9 +1360,10 @@ void CanvasModeTransform::enter(kCanvasMode prev)
apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
apply_canvas_mode_capability(pp::renderer::gl::blend_state(), false);
set_canvas_mode_active_texture_unit(0);
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 0 });
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 0, 0, 0 },
.mvp = mvp,
});
layer->rtt(i).bindFramebuffer();
// copy framebuffer to action data
layer->rtt(i).readPixelsRgba8(
@@ -1522,9 +1531,10 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
apply_canvas_mode_capability(pp::renderer::gl::blend_state(), true);
for (int i = 0; i < 6; i++)
{
ShaderManager::use(kShader::Color);
ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 1, 1, .1 });
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 1, 1, .1 },
.mvp = proj * camera * m_xform * m_xform_local,
});
m_shape[i].draw_fill();
pp::panopainter::setup_legacy_canvas_draw_merge_texture_shader({
@@ -1538,7 +1548,6 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
m_tex[i].unbind();
}
ShaderManager::use(kShader::Color);
auto m2d = Canvas::I->m_proj * Canvas::I->m_mv * m_xform * m_xform_local;
for (int i = 0; i < corners.size(); i++)
{
@@ -1548,15 +1557,17 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
auto c3d = c / c.w;
auto c2d = (xy(c3d) * 0.5f + 0.5f) * zw(Canvas::I->m_box);
ShaderManager::u_mat4(kShaderUniform::MVP,
ortho * glm::translate(glm::vec3(c2d, 0)) * glm::scale(glm::vec3(20.f) * App::I->zoom));
// draw inside
ShaderManager::u_vec4(kShaderUniform::Col, { 1, 1, 1, i == corner_hl ? 1.f : .1f });
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 1, 1, 1, i == corner_hl ? 1.f : .1f },
.mvp = ortho * glm::translate(glm::vec3(c2d, 0)) * glm::scale(glm::vec3(20.f) * App::I->zoom),
});
m_circle.draw_fill();
// draw black border
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
pp::panopainter::setup_legacy_vr_color_shader({
.color = { 0, 0, 0, 1 },
.mvp = ortho * glm::translate(glm::vec3(c2d, 0)) * glm::scale(glm::vec3(20.f) * App::I->zoom),
});
m_circle.draw_stroke();
}