Route canvas mode render state through GL backend

This commit is contained in:
2026-06-04 22:44:47 +02:00
parent d0510e9fd2
commit 7ade927beb
4 changed files with 90 additions and 31 deletions

View File

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