Share retained stroke sample and mix helpers
This commit is contained in:
@@ -23,6 +23,16 @@ agent or engineer to remove them without reconstructing context from chat.
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retained stroke execution helpers; concrete GL object mapping, framebuffer
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ownership, shader timing, and final draw execution remain retained in
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`Canvas`.
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- 2026-06-13: DEBT-0036 was narrowed again. `Canvas::stroke_draw_samples()`
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now routes polygon triangulation, sample-point assembly, and retained
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destination-copy / upload / draw helper handoff through
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`execute_legacy_canvas_stroke_sample_polygon(...)`; direct GL callback
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wiring and remaining live draw ownership remain retained in `Canvas`.
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- 2026-06-13: DEBT-0036 was narrowed again. `NodeStrokePreview::stroke_draw_mix()`
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now routes mixer framebuffer bind/unbind, viewport/scissor/blend state,
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texture-slot binding, and final plane draw through one local helper;
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material planning and shader uniform setup remain retained in the preview
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node.
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- 2026-06-13: DEBT-0036 was narrowed again. `NodeStrokePreview::stroke_draw_samples`
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now routes destination bind/unbind, framebuffer copy callback wrapping,
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sample-point assembly, and brush-vertex upload/draw through one local helper;
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@@ -3123,6 +3123,15 @@ Results:
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texture-input dispatch now shares retained stroke execution helpers, while
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concrete GL object mapping, framebuffer ownership, shader timing, and final
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draw execution remain in the legacy Canvas path.
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- `Canvas::stroke_draw_samples()` now shares
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`execute_legacy_canvas_stroke_sample_polygon(...)` for polygon
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triangulation, sample-point assembly, and retained destination-copy / upload
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/ draw helper handoff, while direct GL callback wiring and the remaining
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live draw ownership stay in the legacy Canvas path.
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- `NodeStrokePreview::stroke_draw_mix()` now shares one local helper for mixer
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framebuffer bind/unbind, viewport/scissor/blend state, texture-slot
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binding, and final plane draw, while material planning and shader uniform
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setup remain in the preview node.
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- `pp_paint_renderer_stroke_execution_tests` now covers retained stroke texture
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input binding order, sample execution destination-copy behavior, live-pass
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face-framebuffer dirty tracking, and pad-face destination-copy behavior
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@@ -509,6 +509,20 @@ Done Checks:
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Progress Notes:
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- 2026-06-13: `Canvas::stroke_draw_samples()` now routes polygon
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triangulation, sample-point assembly, and the retained destination-copy /
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upload / draw helper handoff through
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`execute_legacy_canvas_stroke_sample_polygon(...)`; direct GL callback
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wiring and the remaining live draw ownership stay local to `Canvas`. Next
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slice should target the remaining callback body or final temporary-texture
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composite setup without reopening the landed sampler, dirty, face, or pad
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helpers.
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- 2026-06-13: `NodeStrokePreview::stroke_draw_mix()` now routes mixer
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framebuffer bind/unbind, viewport/scissor/blend state, texture-slot binding,
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and final plane draw through one local helper; material planning and shader
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uniform setup remain local to the preview node. Next slice should target the
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remaining mix-pass material/setup orchestration without reopening the landed
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preview live-pass, binding, sample, or final composite helpers.
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- 2026-06-13: `pp_paint_renderer_stroke_execution_tests` now also covers
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retained texture-dispatch activation order and sampler-dispatch routing
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across brush tip, destination, pattern, and mixer helper inputs. Next test
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@@ -535,25 +535,11 @@ glm::vec4 Canvas::stroke_draw_samples(
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std::vector<vertex_t>& P,
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bool copy_stroke_destination)
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{
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if (P.size() != 3 && P.size() != 4) {
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P = triangulate_simple(P);
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}
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std::vector<pp::paint_renderer::CanvasStrokePoint> sample_points;
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sample_points.reserve(P.size());
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for (const auto& vertex : P) {
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sample_points.push_back(pp::paint_renderer::CanvasStrokePoint {
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.x = vertex.pos.x,
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.y = vertex.pos.y,
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});
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}
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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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const auto result = pp::panopainter::execute_legacy_canvas_stroke_sample_polygon(
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pp::panopainter::LegacyStrokeSamplePolygonExecutionRequest {
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.context = "Canvas::stroke_draw_samples",
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.target_size = { m_width, m_height },
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.vertices = P,
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.sample_points = sample_points,
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.polygon_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(1);
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@@ -37,6 +37,18 @@ struct LegacyStrokeSampleExecutionResult {
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glm::vec4 dirty_bounds {};
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};
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struct LegacyStrokeSamplePolygonExecutionRequest {
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std::string_view context;
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glm::vec2 target_size {};
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std::span<const vertex_t> polygon_vertices;
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bool copy_stroke_destination = false;
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std::function<void()> bind_destination_texture;
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std::function<void(int, int, int, int, int, int)> copy_framebuffer_to_destination_texture;
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std::function<void()> unbind_destination_texture;
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std::function<void(std::span<const vertex_t>)> upload_brush_vertices;
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std::function<void()> draw_brush_shape;
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};
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enum class LegacyCanvasStrokeTextureInput {
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brush_tip,
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stroke_destination,
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@@ -236,6 +248,7 @@ std::size_t execute_legacy_canvas_stroke_frame_faces(
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}
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template <typename BindTextureInput, std::size_t BindingCount>
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requires std::invocable<BindTextureInput&, LegacyCanvasStrokeTextureInput, int>
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inline void bind_legacy_canvas_stroke_texture_inputs(
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const std::array<LegacyCanvasStrokeTextureBinding, BindingCount>& bindings,
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BindTextureInput&& bind_texture_input)
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@@ -246,6 +259,7 @@ inline void bind_legacy_canvas_stroke_texture_inputs(
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}
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template <typename UnbindTextureInput, std::size_t BindingCount>
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requires std::invocable<UnbindTextureInput&, LegacyCanvasStrokeTextureInput, int>
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inline void unbind_legacy_canvas_stroke_texture_inputs(
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const std::array<LegacyCanvasStrokeTextureBinding, BindingCount>& bindings,
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UnbindTextureInput&& unbind_texture_input)
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@@ -874,4 +888,39 @@ template <typename ExecuteSample, typename BeginFace, typename PrepareDirtyReque
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return result;
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}
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[[nodiscard]] inline LegacyStrokeSampleExecutionResult execute_legacy_canvas_stroke_sample_polygon(
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const LegacyStrokeSamplePolygonExecutionRequest& request)
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{
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std::vector<vertex_t> sample_vertices(
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request.polygon_vertices.begin(),
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request.polygon_vertices.end());
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if (sample_vertices.size() != 3 && sample_vertices.size() != 4) {
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sample_vertices = triangulate_simple(sample_vertices);
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}
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std::vector<pp::paint_renderer::CanvasStrokePoint> sample_points;
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sample_points.reserve(sample_vertices.size());
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for (const auto& vertex : sample_vertices) {
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sample_points.push_back(pp::paint_renderer::CanvasStrokePoint {
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.x = vertex.pos.x,
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.y = vertex.pos.y,
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});
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}
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return execute_legacy_canvas_stroke_sample(
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LegacyStrokeSampleExecutionRequest {
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.context = request.context,
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.target_size = request.target_size,
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.vertices = sample_vertices,
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.sample_points = sample_points,
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.copy_stroke_destination = request.copy_stroke_destination,
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.bind_destination_texture = request.bind_destination_texture,
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.copy_framebuffer_to_destination_texture =
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request.copy_framebuffer_to_destination_texture,
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.unbind_destination_texture = request.unbind_destination_texture,
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.upload_brush_vertices = request.upload_brush_vertices,
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.draw_brush_shape = request.draw_brush_shape,
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});
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}
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} // namespace pp::panopainter
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@@ -124,6 +124,52 @@ struct StrokePreviewCompositePassInputs {
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std::function<void()> draw_composite;
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};
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struct StrokePreviewMixPassInputs {
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glm::vec2 scissor_min;
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glm::vec2 scissor_size;
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RTT& mixer_rtt;
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Texture2D& background_texture;
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RTT& stroke_rtt;
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Texture2D& dual_texture;
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const Brush& brush;
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Sampler& linear_sampler;
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std::function<void()> draw_mix;
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};
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void execute_stroke_preview_mix_pass(const StrokePreviewMixPassInputs& inputs)
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{
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gl_state gl;
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gl.save();
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inputs.mixer_rtt.bindFramebuffer();
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apply_stroke_preview_viewport(0, 0, inputs.mixer_rtt.getWidth(), inputs.mixer_rtt.getHeight());
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apply_stroke_preview_capability(pp::renderer::gl::depth_test_state(), false);
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apply_stroke_preview_capability(pp::renderer::gl::scissor_test_state(), true);
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apply_stroke_preview_capability(pp::renderer::gl::blend_state(), false);
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apply_stroke_preview_scissor(
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static_cast<int>(inputs.scissor_min.x),
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static_cast<int>(inputs.scissor_min.y),
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static_cast<int>(inputs.scissor_size.x),
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static_cast<int>(inputs.scissor_size.y));
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inputs.linear_sampler.bind(stroke_preview_composite_slots::kBackground);
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set_active_texture_unit(stroke_preview_composite_slots::kBackground);
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inputs.background_texture.bind();
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set_active_texture_unit(stroke_preview_composite_slots::kStroke);
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inputs.stroke_rtt.bindTexture();
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set_active_texture_unit(stroke_preview_composite_slots::kDual);
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inputs.dual_texture.bind();
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set_active_texture_unit(stroke_preview_composite_slots::kPattern);
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inputs.brush.m_pattern_texture ?
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inputs.brush.m_pattern_texture->bind() :
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unbind_texture_2d();
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inputs.draw_mix();
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inputs.mixer_rtt.unbindFramebuffer();
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gl.restore();
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}
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void execute_stroke_preview_final_composite_pass(const StrokePreviewCompositePassInputs& inputs)
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{
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pp::panopainter::execute_legacy_stroke_preview_final_composite(
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@@ -504,22 +550,6 @@ void NodeStrokePreview::clear_context()
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void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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{
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gl_state gl;
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gl.save();
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m_rtt_mixer.bindFramebuffer();
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apply_stroke_preview_viewport(0, 0, m_rtt_mixer.getWidth(), m_rtt_mixer.getHeight());
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apply_stroke_preview_capability(pp::renderer::gl::depth_test_state(), false);
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apply_stroke_preview_capability(pp::renderer::gl::scissor_test_state(), true);
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apply_stroke_preview_capability(pp::renderer::gl::blend_state(), false);
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apply_stroke_preview_scissor(
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static_cast<int>(bb_min.x),
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static_cast<int>(bb_min.y),
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static_cast<int>(bb_sz.x),
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static_cast<int>(bb_sz.y));
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const auto& b = m_brush;
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glm::vec2 patt_scale = glm::vec2(b->m_pattern_scale);
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if (b->m_pattern_flipx) patt_scale.x *= -1.f;
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@@ -550,21 +580,20 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
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.use_pattern = material.composite_pass.use_pattern,
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});
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m_sampler_linear.bind(0);
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set_active_texture_unit(0U);
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m_tex_background.bind();
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set_active_texture_unit(1U);
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m_rtt.bindTexture();
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set_active_texture_unit(3U);
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m_tex_dual.bind();
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set_active_texture_unit(4U);
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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unbind_texture_2d();
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m_plane.draw_fill();
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m_rtt_mixer.unbindFramebuffer();
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gl.restore();
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execute_stroke_preview_mix_pass(
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StrokePreviewMixPassInputs {
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.scissor_min = bb_min,
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.scissor_size = bb_sz,
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.mixer_rtt = m_rtt_mixer,
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.background_texture = m_tex_background,
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.stroke_rtt = m_rtt,
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.dual_texture = m_tex_dual,
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.brush = *b,
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.linear_sampler = m_sampler_linear,
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.draw_mix = [&] {
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m_plane.draw_fill();
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},
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});
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}
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glm::vec4 NodeStrokePreview::stroke_draw_samples(
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