Isolate legacy stroke shader setup

This commit is contained in:
2026-06-12 22:35:07 +02:00
parent 33f21e0a1b
commit 6c58b6bb5d
5 changed files with 262 additions and 75 deletions

View File

@@ -4,6 +4,7 @@
#include "app.h"
#include "legacy_gl_renderbuffer_dispatch.h"
#include "legacy_canvas_stroke_execution_services.h"
#include "legacy_canvas_stroke_shader_services.h"
#include "legacy_canvas_stroke_services.h"
#include "legacy_ui_gl_dispatch.h"
#include "legacy_ui_overlay_services.h"
@@ -675,27 +676,27 @@ void Canvas::stroke_draw()
const auto stroke_material = canvas_stroke_material_plan(*brush, copy_stroke_destination);
apply_canvas_capability(blend_state(), false);
ShaderManager::use(kShader::Stroke);
ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
if (stroke_material.stroke_pass.uses_destination_feedback)
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
ShaderManager::u_int(kShaderUniform::TexPattern, 2); // pattern
ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
ShaderManager::u_float(kShaderUniform::Opacity, brush->m_tip_opacity);
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_width, m_height });
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
ShaderManager::u_float(kShaderUniform::PatternInvert, brush->m_pattern_invert);
ShaderManager::u_float(kShaderUniform::PatternBright, brush->m_pattern_brightness);
ShaderManager::u_float(kShaderUniform::PatternContrast, brush->m_pattern_contrast);
ShaderManager::u_float(kShaderUniform::PatternDepth, brush->m_pattern_depth);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, brush->m_pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_pattern_offset);
ShaderManager::u_int(kShaderUniform::UsePattern, stroke_material.stroke_pass.uses_pattern);
ShaderManager::u_float(kShaderUniform::MixAlpha, brush->m_tip_mix);
ShaderManager::u_float(kShaderUniform::Wet, brush->m_tip_wet);
ShaderManager::u_float(kShaderUniform::Noise, brush->m_tip_noise);
ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
pp::panopainter::setup_legacy_stroke_shader(
pp::panopainter::LegacyStrokeShaderSetupUniforms {
.resolution = glm::vec2(static_cast<float>(m_width), static_cast<float>(m_height)),
.pattern = {
.scale = patt_scale,
.invert = static_cast<float>(brush->m_pattern_invert),
.brightness = brush->m_pattern_brightness,
.contrast = brush->m_pattern_contrast,
.depth = brush->m_pattern_depth,
.blend_mode = brush->m_pattern_blend_mode,
.offset = m_pattern_offset,
},
.mvp = ortho_proj,
.uses_destination_feedback = stroke_material.stroke_pass.uses_destination_feedback,
.uses_pattern = stroke_material.stroke_pass.uses_pattern,
.mix_alpha = brush->m_tip_mix,
.wet = brush->m_tip_wet,
.noise = brush->m_tip_noise,
.set_opacity = true,
.opacity = brush->m_tip_opacity,
});
// DRAW MAIN BRUSH
@@ -731,10 +732,13 @@ void Canvas::stroke_draw()
m_tmp[i].bindFramebuffer();
ShaderManager::use(kShader::Stroke);
ShaderManager::u_vec4(kShaderUniform::Col, f.col);
ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
pp::panopainter::use_legacy_stroke_shader();
pp::panopainter::apply_legacy_stroke_sample_uniforms(
pp::panopainter::LegacyStrokeSampleUniforms {
.color = f.col,
.alpha = f.flow,
.opacity = f.opacity,
});
auto box_sample = stroke_draw_samples(i, P, copy_stroke_destination);
m_tmp[i].unbindFramebuffer();
@@ -812,11 +816,7 @@ void Canvas::stroke_draw()
if (stroke_material.dual_pass.enabled)
{
ShaderManager::use(kShader::Stroke);
ShaderManager::u_int(kShaderUniform::UsePattern, stroke_material.dual_pass.uses_pattern);
ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
ShaderManager::u_float(kShaderUniform::Wet, 0);
ShaderManager::u_float(kShaderUniform::Noise, 0);
pp::panopainter::setup_legacy_stroke_dual_shader(stroke_material.dual_pass.uses_pattern);
set_active_texture_unit(0);
dual_brush->m_tip_texture ?
@@ -825,9 +825,12 @@ void Canvas::stroke_draw()
auto frames_dual = stroke_draw_compute(*m_dual_stroke);
for (auto& f : frames_dual)
{
ShaderManager::u_vec4(kShaderUniform::Col, f.col);
ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
pp::panopainter::apply_legacy_stroke_sample_uniforms(
pp::panopainter::LegacyStrokeSampleUniforms {
.color = f.col,
.alpha = f.flow,
.opacity = f.opacity,
});
for (int i = 0; i < 6; i++)
{
auto& P = f.shapes[i];