Own canvas async work and thin NodeCanvas composite

This commit is contained in:
2026-06-16 07:10:09 +02:00
parent 75f57213ca
commit 4d7a23a1fd
7 changed files with 279 additions and 78 deletions

View File

@@ -676,40 +676,44 @@ void NodeCanvas::draw()
apply_node_canvas_viewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
else
apply_node_canvas_viewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
}
// draw the grid behind the layers using a temporary copy
if (use_blend)
{
apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
//draw the grid
for (int plane_index = 0; plane_index < 6; plane_index++)
{
auto plane_mvp = proj * camera *
glm::scale(glm::vec3(m_canvas->m_layers.size() + 500.f)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1.f));
pp::panopainter::setup_legacy_canvas_draw_merge_checkerboard_shader(
pp::panopainter::LegacyCanvasDrawMergeCheckerboardUniforms {
.mvp = plane_mvp,
pp::panopainter::execute_legacy_canvas_draw_merge_cache_to_screen_composite(
pp::panopainter::LegacyCanvasDrawMergeCacheToScreenCompositeUniforms {
.checkerboard = {
.colorize = false,
});
m_face_plane.draw_fill();
}
},
.texture = {
.mvp = glm::ortho<float>(-1, 1, -1, 1),
.texture_slot = 0,
},
},
{
.enable_blend = [&] {
apply_node_canvas_capability(pp::renderer::gl::blend_state(), true);
},
.draw_checkerboard_plane = [&](const pp::panopainter::LegacyCanvasDrawMergeCheckerboardUniforms& uniforms, int plane_index) {
auto checkerboard_uniforms = uniforms;
checkerboard_uniforms.mvp = proj * camera *
glm::scale(glm::vec3(m_canvas->m_layers.size() + 500.f)) *
m_canvas->m_plane_transform[plane_index] *
glm::translate(glm::vec3(0, 0, -1.f));
// draw the layers
m_sampler.bind(0);
set_active_texture_unit(0);
m_cache_rtt.bindTexture();
pp::panopainter::setup_legacy_canvas_draw_merge_texture_shader(
pp::panopainter::LegacyCanvasDrawMergeTextureUniforms {
.mvp = glm::ortho<float>(-1, 1, -1, 1),
.texture_slot = 0,
pp::panopainter::setup_legacy_canvas_draw_merge_checkerboard_shader(checkerboard_uniforms);
m_face_plane.draw_fill();
},
.bind_sampler = [&] {
m_sampler.bind(0);
set_active_texture_unit(0);
},
.bind_cache_texture = [&] {
m_cache_rtt.bindTexture();
},
.draw_cache_texture = [&] {
m_face_plane.draw_fill();
},
.unbind_cache_texture = [&] {
m_cache_rtt.unbindTexture();
},
});
m_face_plane.draw_fill();
m_cache_rtt.unbindTexture();
}
}