Route canvas mode render state through GL backend
This commit is contained in:
@@ -16,9 +16,64 @@ NodeCanvas* CanvasMode::node;
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namespace {
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void set_active_texture_unit(std::uint32_t unit_index)
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void set_opengl_active_texture(std::uint32_t texture_unit) noexcept
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{
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glActiveTexture(pp::renderer::gl::active_texture_unit(unit_index));
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glActiveTexture(static_cast<GLenum>(texture_unit));
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}
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void enable_opengl_state(std::uint32_t state) noexcept
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{
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glEnable(static_cast<GLenum>(state));
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}
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void disable_opengl_state(std::uint32_t state) noexcept
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{
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glDisable(static_cast<GLenum>(state));
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}
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void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
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{
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glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
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}
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void set_canvas_mode_active_texture_unit(std::uint32_t unit_index)
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{
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const auto status = pp::renderer::gl::activate_opengl_texture_unit(
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unit_index,
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pp::renderer::gl::OpenGlActiveTextureDispatch {
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.active_texture = set_opengl_active_texture,
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});
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if (!status.ok())
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LOG("Canvas mode active texture dispatch failed because: %s", status.message);
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}
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void apply_canvas_mode_capability(std::uint32_t state, bool enabled)
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{
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const auto status = pp::renderer::gl::apply_opengl_capability(
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state,
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enabled,
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pp::renderer::gl::OpenGlCapabilityDispatch {
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.enable = enable_opengl_state,
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.disable = disable_opengl_state,
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});
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if (!status.ok())
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LOG("Canvas mode capability dispatch failed because: %s", status.message);
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}
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void apply_canvas_mode_viewport(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height)
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{
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const auto status = pp::renderer::gl::apply_opengl_viewport(
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pp::renderer::gl::OpenGlViewportRect {
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.x = x,
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.y = y,
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.width = width,
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.height = height,
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},
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pp::renderer::gl::OpenGlViewportDispatch {
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.viewport = set_opengl_viewport,
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});
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if (!status.ok())
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LOG("Canvas mode viewport dispatch failed because: %s", status.message);
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}
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}
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@@ -312,14 +367,14 @@ void CanvasModePen::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const
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glm::scale(glm::vec3(tip_scale, 1))
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);
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bool blend = glIsEnabled(pp::renderer::gl::blend_state());
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glEnable(pp::renderer::gl::blend_state());
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set_active_texture_unit(0);
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apply_canvas_mode_capability(pp::renderer::gl::blend_state(), true);
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set_canvas_mode_active_texture_unit(0);
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auto& tex = *brush->m_tip_texture;
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tex.bind();
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Canvas::I->m_sampler_brush.bind(0);
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Canvas::I->m_plane.draw_fill();
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tex.unbind();
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if (!blend) glDisable(pp::renderer::gl::blend_state());
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if (!blend) apply_canvas_mode_capability(pp::renderer::gl::blend_state(), false);
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}
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}
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@@ -414,14 +469,14 @@ void CanvasModeLine::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, cons
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glm::scale(glm::vec3(tip_scale, 1))
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);
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bool blend = glIsEnabled(pp::renderer::gl::blend_state());
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glEnable(pp::renderer::gl::blend_state());
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set_active_texture_unit(0);
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apply_canvas_mode_capability(pp::renderer::gl::blend_state(), true);
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set_canvas_mode_active_texture_unit(0);
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auto& tex = *brush->m_tip_texture;
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tex.bind();
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Canvas::I->m_sampler_brush.bind(0);
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Canvas::I->m_plane.draw_fill();
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tex.unbind();
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if (!blend) glDisable(pp::renderer::gl::blend_state());
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if (!blend) apply_canvas_mode_capability(pp::renderer::gl::blend_state(), false);
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}
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}
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@@ -709,7 +764,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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//m_points2d = poly_intersect(poly_remove_duplicate(m_points2d), Canvas::I->face_to_shape2D(0));
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auto drawer = [this](const glm::mat4& camera, const glm::mat4& proj) {
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// blending state intentionally left unchanged here.
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glDisable(pp::renderer::gl::depth_test_state());
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apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera);
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ShaderManager::u_vec4(kShaderUniform::Col,
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@@ -788,7 +843,7 @@ void CanvasModeMaskFree::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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bool depth = glIsEnabled(pp::renderer::gl::depth_test_state());
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glDisable(pp::renderer::gl::depth_test_state());
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apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
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if (m_points.size() > 3)
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{
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if (m_dragging)
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@@ -807,7 +862,7 @@ void CanvasModeMaskFree::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
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// m_shape.draw_stroke();
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//}
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}
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if (depth) glEnable(pp::renderer::gl::depth_test_state());
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if (depth) apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), true);
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}
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@@ -1316,10 +1371,10 @@ void CanvasModeTransform::enter(kCanvasMode prev)
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App::I->render_task([&]
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{
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glViewport(0, 0, layer->w, layer->h);
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glDisable(pp::renderer::gl::depth_test_state());
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glDisable(pp::renderer::gl::blend_state());
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set_active_texture_unit(0);
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apply_canvas_mode_viewport(0, 0, layer->w, layer->h);
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apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
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apply_canvas_mode_capability(pp::renderer::gl::blend_state(), false);
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set_canvas_mode_active_texture_unit(0);
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ShaderManager::use(kShader::Color);
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ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 0 });
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@@ -1422,10 +1477,10 @@ void CanvasModeTransform::leave(kCanvasMode next)
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{
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layer->rtt(i).bindFramebuffer();
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glDisable(pp::renderer::gl::depth_test_state());
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glDisable(pp::renderer::gl::blend_state());
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set_active_texture_unit(0);
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glViewport(0, 0, layer->rtt(i).getWidth(), layer->rtt(i).getHeight());
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apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
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apply_canvas_mode_capability(pp::renderer::gl::blend_state(), false);
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set_canvas_mode_active_texture_unit(0);
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apply_canvas_mode_viewport(0, 0, layer->rtt(i).getWidth(), layer->rtt(i).getHeight());
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// save fb content for history
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layer->rtt(i).readPixelsRgba8(
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@@ -1435,7 +1490,7 @@ void CanvasModeTransform::leave(kCanvasMode next)
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static_cast<int>(bb_sz.y),
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action->m_image[i].get());
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// copy fb content to texture for blending
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set_active_texture_unit(0);
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set_canvas_mode_active_texture_unit(0);
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Canvas::I->m_tex2[i].bind();
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copy_framebuffer_to_texture_2d(
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static_cast<int>(bb_min.x),
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@@ -1445,7 +1500,7 @@ void CanvasModeTransform::leave(kCanvasMode next)
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static_cast<int>(bb_sz.x),
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static_cast<int>(bb_sz.y));
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// slot for m_tex
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set_active_texture_unit(1);
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set_canvas_mode_active_texture_unit(1);
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for (int j = 0; j < 6; j++)
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{
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ShaderManager::use(kShader::CompDraw);
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@@ -1483,9 +1538,9 @@ void CanvasModeTransform::leave(kCanvasMode next)
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void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj, const glm::mat4& camera)
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{
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bool depth = glIsEnabled(pp::renderer::gl::depth_test_state());
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glDisable(pp::renderer::gl::depth_test_state());
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apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), false);
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glEnable(pp::renderer::gl::blend_state());
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apply_canvas_mode_capability(pp::renderer::gl::blend_state(), true);
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for (int i = 0; i < 6; i++)
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{
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ShaderManager::use(kShader::Color);
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@@ -1496,7 +1551,7 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_mat4(kShaderUniform::MVP, proj * camera * m_xform * m_xform_local);
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set_active_texture_unit(0);
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set_canvas_mode_active_texture_unit(0);
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m_tex[i].bind();
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Canvas::I->m_sampler_linear.bind(0);
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m_shape[i].draw_fill();
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@@ -1525,7 +1580,7 @@ void CanvasModeTransform::on_Draw(const glm::mat4& ortho, const glm::mat4& proj,
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m_circle.draw_stroke();
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}
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if (depth) glEnable(pp::renderer::gl::depth_test_state());
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if (depth) apply_canvas_mode_capability(pp::renderer::gl::depth_test_state(), true);
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}
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void CanvasModeTransform::on_MouseEvent(MouseEvent* me, glm::vec2& loc)
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