Isolate legacy stroke shader setup
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@@ -7,6 +7,7 @@
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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_shader_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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@@ -439,36 +440,36 @@ void NodeStrokePreview::draw_stroke_immediate()
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if (b->m_pattern_flipy) patt_scale.y *= -1.f;
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apply_stroke_preview_capability(pp::renderer::gl::blend_state(), false);
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
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const auto stroke_feedback = stroke_preview_destination_feedback_plan(m_rtt.getWidth(), m_rtt.getHeight());
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const bool copy_stroke_destination = !stroke_feedback.reads_destination_color;
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const auto material = stroke_preview_material_plan(*b, copy_stroke_destination);
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if (copy_stroke_destination)
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ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
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ShaderManager::u_int(kShaderUniform::TexPattern, 2); // pattern
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ShaderManager::u_int(kShaderUniform::TexMix, 3); // mixer
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//ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
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ShaderManager::u_vec2(kShaderUniform::Resolution, size);
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ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
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ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
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ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
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ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
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ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
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ShaderManager::u_mat4(kShaderUniform::MVP, ortho_proj);
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pp::panopainter::setup_legacy_stroke_shader(
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pp::panopainter::LegacyStrokeShaderSetupUniforms {
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.resolution = size,
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.pattern = {
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.scale = patt_scale,
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.invert = static_cast<float>(b->m_pattern_invert),
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.brightness = b->m_pattern_brightness,
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.contrast = b->m_pattern_contrast,
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.depth = b->m_pattern_depth,
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.blend_mode = b->m_pattern_blend_mode,
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.offset = glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f),
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},
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.mvp = ortho_proj,
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.uses_destination_feedback = copy_stroke_destination,
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.uses_pattern = false,
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.mix_alpha = 0.0f,
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.wet = 0.0f,
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.noise = 0.0f,
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.set_opacity = false,
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});
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// DRAW DUAL BRUSH
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if (material.dual_pass.enabled)
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{
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m_rtt.clear();
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::UsePattern, material.dual_pass.uses_pattern);
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ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
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ShaderManager::u_float(kShaderUniform::Wet, 0);
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ShaderManager::u_float(kShaderUniform::Noise, 0);
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pp::panopainter::setup_legacy_stroke_dual_shader(material.dual_pass.uses_pattern);
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set_active_texture_unit(0U);
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dual_brush->m_tip_texture ?
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dual_brush->m_tip_texture->bind() :
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@@ -476,9 +477,12 @@ void NodeStrokePreview::draw_stroke_immediate()
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auto frames_dual = stroke_draw_compute(m_dual_stroke, zoom);
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for (auto& f : frames_dual)
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{
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ShaderManager::u_float(kShaderUniform::Alpha, f.flow);
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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pp::panopainter::apply_legacy_stroke_sample_uniforms(
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pp::panopainter::LegacyStrokeSampleUniforms {
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.color = { 0, 0, 0, 1 },
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.alpha = f.flow,
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.opacity = f.opacity,
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});
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/*auto rect =*/ stroke_draw_samples(f.shapes, m_tex_dual, copy_stroke_destination);
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}
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@@ -514,11 +518,12 @@ void NodeStrokePreview::draw_stroke_immediate()
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// DRAW MAIN BRUSH
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ShaderManager::use(kShader::Stroke);
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ShaderManager::u_int(kShaderUniform::UsePattern, material.stroke_pass.uses_pattern);
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ShaderManager::u_float(kShaderUniform::MixAlpha, b->m_tip_mix);
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ShaderManager::u_float(kShaderUniform::Wet, b->m_tip_wet);
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ShaderManager::u_float(kShaderUniform::Noise, b->m_tip_noise);
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pp::panopainter::use_legacy_stroke_shader();
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pp::panopainter::apply_legacy_stroke_blend_uniforms(
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material.stroke_pass.uses_pattern,
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b->m_tip_mix,
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b->m_tip_wet,
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b->m_tip_noise);
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set_active_texture_unit(0U);
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b->m_tip_texture->bind();
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@@ -542,13 +547,15 @@ void NodeStrokePreview::draw_stroke_immediate()
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stroke_draw_mix(xy(f.m_mixer_rect), zw(f.m_mixer_rect));
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}
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ShaderManager::use(kShader::Stroke);
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if (b->m_blend_mode != 0 || b->m_tip_mix > 0.f)
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ShaderManager::u_vec4(kShaderUniform::Col, { .7, .4, .1, 1 } /*f.col*/);
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else
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 } /*f.col*/);
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ShaderManager::u_float(kShaderUniform::Alpha, glm::max(f.flow, m_min_flow));
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ShaderManager::u_float(kShaderUniform::Opacity, f.opacity);
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pp::panopainter::use_legacy_stroke_shader();
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pp::panopainter::apply_legacy_stroke_sample_uniforms(
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pp::panopainter::LegacyStrokeSampleUniforms {
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.color = b->m_blend_mode != 0 || b->m_tip_mix > 0.f ?
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glm::vec4 { .7, .4, .1, 1 } /*f.col*/ :
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glm::vec4 { 0, 0, 0, 1 } /*f.col*/,
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.alpha = glm::max(f.flow, m_min_flow),
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.opacity = f.opacity,
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});
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/*auto rect =*/ stroke_draw_samples(f.shapes, m_tex, copy_stroke_destination);
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}
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set_active_texture_unit(3U);
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