Extract preview main live pass request
This commit is contained in:
@@ -790,62 +790,12 @@ void NodeStrokePreview::draw_stroke_immediate()
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.execute_main_pass = [&] {
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[[maybe_unused]] const bool main_live_ok =
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pp::panopainter::execute_legacy_node_stroke_preview_main_live_pass(
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pp::panopainter::LegacyNodeStrokePreviewMainLivePassRequestT<StrokeFrame> {
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.setup_blend_uniforms = [&] {
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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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},
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.bind_main_pass_textures = [&] {
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bind_stroke_preview_main_pass_textures(
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*b,
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m_tex,
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m_rtt_mixer,
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copy_stroke_destination,
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material.stroke_pass.uses_mixer);
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},
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.clear_target = [&] {
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m_rtt.clear();
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},
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.compute_frames = [&] {
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return stroke_draw_compute(m_stroke, zoom);
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},
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.before_frame = [&](auto& frame) {
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if (b->m_tip_mix > 0.f)
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{
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stroke_draw_mix(xy(frame.m_mixer_rect), zw(frame.m_mixer_rect));
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}
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frame.col = b->m_blend_mode != 0 || b->m_tip_mix > 0.f ?
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glm::vec4 { .7, .4, .1, 1 } :
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glm::vec4 { 0, 0, 0, 1 };
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frame.flow = glm::max(frame.flow, m_min_flow);
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},
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.setup_sample_shader = [&](auto& frame) {
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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 = frame.col,
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.alpha = frame.flow,
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.opacity = frame.opacity,
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});
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},
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.draw_sample = [&](auto& frame) {
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/*auto rect =*/ stroke_draw_samples(frame.shapes, m_tex, copy_stroke_destination);
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},
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.copy_pass_result = [&] {
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copy_stroke_preview_framebuffer_to_texture(
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m_tex,
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size,
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stroke_preview_composite_slots::kStroke);
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},
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.finish_main_pass = [&] {
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set_active_texture_unit(stroke_preview_live_slots::kMixer);
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m_rtt_mixer.unbindTexture();
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},
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});
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make_stroke_draw_immediate_main_live_pass_request(
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*b,
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pass_orchestration,
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copy_stroke_destination,
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zoom,
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size));
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},
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.finish_main_pass = [&] {},
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.execute_final_composite = [&] {
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@@ -877,6 +827,72 @@ void NodeStrokePreview::draw_stroke_immediate()
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apply_stroke_preview_clear_color(cc);
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}
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NodeStrokePreview::StrokeMainLivePassRequest
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NodeStrokePreview::make_stroke_draw_immediate_main_live_pass_request(
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const Brush& brush,
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const pp::panopainter::LegacyNodeStrokePreviewPassOrchestrationPlan& pass_orchestration,
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bool copy_stroke_destination,
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float zoom,
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const glm::vec2& size)
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{
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return StrokeMainLivePassRequest {
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.setup_blend_uniforms = [&] {
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pp::panopainter::apply_legacy_stroke_blend_uniforms(
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pass_orchestration.material.stroke_pass.uses_pattern,
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brush.m_tip_mix,
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brush.m_tip_wet,
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brush.m_tip_noise);
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},
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.bind_main_pass_textures = [&] {
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bind_stroke_preview_main_pass_textures(
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brush,
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m_tex,
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m_rtt_mixer,
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copy_stroke_destination,
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pass_orchestration.material.stroke_pass.uses_mixer);
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},
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.clear_target = [&] {
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m_rtt.clear();
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},
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.compute_frames = [&] {
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return stroke_draw_compute(m_stroke, zoom);
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},
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.before_frame = [&](auto& frame) {
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if (brush.m_tip_mix > 0.f)
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{
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stroke_draw_mix(xy(frame.m_mixer_rect), zw(frame.m_mixer_rect));
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}
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frame.col = brush.m_blend_mode != 0 || brush.m_tip_mix > 0.f ?
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glm::vec4 { .7, .4, .1, 1 } :
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glm::vec4 { 0, 0, 0, 1 };
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frame.flow = glm::max(frame.flow, m_min_flow);
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},
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.setup_sample_shader = [&](auto& frame) {
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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 = frame.col,
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.alpha = frame.flow,
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.opacity = frame.opacity,
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});
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},
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.draw_sample = [&](auto& frame) {
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/*auto rect =*/ stroke_draw_samples(frame.shapes, m_tex, copy_stroke_destination);
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},
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.copy_pass_result = [&] {
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copy_stroke_preview_framebuffer_to_texture(
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m_tex,
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size,
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stroke_preview_composite_slots::kStroke);
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},
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.finish_main_pass = [&] {
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set_active_texture_unit(stroke_preview_live_slots::kMixer);
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m_rtt_mixer.unbindTexture();
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},
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};
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}
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Image NodeStrokePreview::render_to_image()
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{
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std::lock_guard<std::mutex> _lock(s_render_mutex);
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@@ -15,6 +15,8 @@ class NodeStrokePreview : public NodeBorder
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glm::vec4 m_mixer_rect;
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};
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using StrokeMainLivePassRequest = pp::panopainter::LegacyNodeStrokePreviewMainLivePassRequestT<StrokeFrame>;
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static RTT m_rtt;
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static RTT m_rtt_mixer;
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static Texture2D m_tex; // blending tmp texture
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@@ -51,6 +53,12 @@ public:
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// return rect {origin, size}
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glm::vec4 stroke_draw_samples(std::array<vertex_t, 4>& P, Texture2D& blend_tex, bool copy_stroke_destination);
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std::vector<StrokeFrame> stroke_draw_compute(Stroke& stroke, float zoom) const;
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StrokeMainLivePassRequest make_stroke_draw_immediate_main_live_pass_request(
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const Brush& brush,
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const pp::panopainter::LegacyNodeStrokePreviewPassOrchestrationPlan& pass_orchestration,
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bool copy_stroke_destination,
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float zoom,
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const glm::vec2& size);
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void draw_stroke();
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void draw_stroke_immediate();
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Image render_to_image();
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