Move NodeCanvas GL mappings to renderer gl
This commit is contained in:
@@ -205,6 +205,10 @@ Known local toolchain state:
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Canvas mode overlay, mask, and transform paths also consume backend-owned
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blend/depth state, active texture units, 2D texture copy targets, and RGBA8
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readback format tokens.
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`NodeCanvas` panorama UI rendering also consumes backend-owned sampler
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defaults, viewport/clear-state queries, blend/depth/scissor state, color
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clear masks, active texture units, fallback 2D texture unbind targets, copy
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targets, and RGBA8 render-target formats.
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- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
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for the current headless component matrix; see DEBT-0007 for remaining app
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and platform triplet migration.
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@@ -749,6 +749,10 @@ Results:
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- Canvas mode overlay, mask, and transform paths now route generic OpenGL
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blend/depth state, active texture units, 2D copy targets, and RGBA8
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readback formats through the renderer GL backend mapping.
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- `NodeCanvas` panorama UI rendering now routes sampler defaults, saved
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viewport/clear/blend/depth/scissor state, color clears, active texture units,
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fallback 2D texture unbinds, copy targets, and RGBA8 render-target formats
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through the renderer GL backend mapping.
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- Known remaining warnings: legacy project/vendor diagnostics, Visual Studio
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vcpkg-manifest warning, `LNK4099` missing libyuv PDBs, and `LNK4098` runtime
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library conflict from retained vendor binaries.
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@@ -1,9 +1,27 @@
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#include "pch.h"
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#include <cstdint>
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#include "app.h"
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#include "log.h"
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#include "node_canvas.h"
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#include "node_image_texture.h"
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#include "settings.h"
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#include "renderer_gl/opengl_capabilities.h"
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namespace {
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void set_active_texture_unit(std::uint32_t unit_index)
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{
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glActiveTexture(pp::renderer::gl::active_texture_unit(unit_index));
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}
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void unbind_texture_2d()
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{
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glBindTexture(pp::renderer::gl::texture_2d_target(), 0);
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}
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}
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Node* NodeCanvas::clone_instantiate() const
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{
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@@ -22,12 +40,14 @@ void NodeCanvas::init()
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m_canvas->m_node = this;
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m_sampler.create();
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//m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
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//m_sampler.set_filter(pp::renderer::gl::linear_texture_filter(), pp::renderer::gl::nearest_texture_filter());
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m_sampler_nearest.create(GL_NEAREST);
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m_sampler_nearest.create(pp::renderer::gl::nearest_texture_filter());
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m_sampler_linear.create(GL_LINEAR);
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m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
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m_sampler_linear.create(pp::renderer::gl::linear_texture_filter());
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m_sampler_stencil.create(
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pp::renderer::gl::linear_texture_filter(),
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pp::renderer::gl::repeat_texture_wrap());
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m_face_plane.create<1>(2, 2);
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m_line.create();
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CanvasMode::node = this;
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@@ -45,7 +65,9 @@ void NodeCanvas::restore_context()
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m_sampler.create();
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m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
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m_sampler.set_filter(
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pp::renderer::gl::linear_texture_filter(),
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pp::renderer::gl::nearest_texture_filter());
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m_face_plane.create<1>(2, 2);
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m_canvas->snapshot_restore();
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CanvasMode::node = this;
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@@ -74,13 +96,13 @@ void NodeCanvas::draw()
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GLint vp[4];
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GLfloat cc[4];
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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auto blend = glIsEnabled(GL_BLEND);
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auto depth = glIsEnabled(GL_DEPTH_TEST);
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auto scissor = glIsEnabled(GL_SCISSOR_TEST);
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glGetIntegerv(pp::renderer::gl::viewport_query(), vp);
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glGetFloatv(pp::renderer::gl::color_clear_value_query(), cc);
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auto blend = glIsEnabled(pp::renderer::gl::blend_state());
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auto depth = glIsEnabled(pp::renderer::gl::depth_test_state());
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auto scissor = glIsEnabled(pp::renderer::gl::scissor_test_state());
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glDisable(GL_SCISSOR_TEST);
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glDisable(pp::renderer::gl::scissor_test_state());
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glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
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@@ -120,13 +142,13 @@ void NodeCanvas::draw()
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{
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m_rtt.bindFramebuffer();
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glClearColor(1, 1, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
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glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
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}
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else
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{
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
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glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
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}
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@@ -136,7 +158,7 @@ void NodeCanvas::draw()
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if (draw_merged)
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{
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glDisable(GL_BLEND);
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glDisable(pp::renderer::gl::blend_state());
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// draw the grid
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for (int plane_index = 0; plane_index < 6; plane_index++)
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{
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@@ -164,7 +186,7 @@ void NodeCanvas::draw()
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ShaderManager::u_int(kShaderUniform::Highlight, false);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_canvas->m_layers_merge.rtt(plane_index).bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_layers_merge.rtt(plane_index).unbindTexture();
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@@ -205,8 +227,8 @@ void NodeCanvas::draw()
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}
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// if not using shader blend, use gl rasterizer blend
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use_blend ? glDisable(GL_BLEND) : glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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use_blend ? glDisable(pp::renderer::gl::blend_state()) : glEnable(pp::renderer::gl::blend_state());
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glDisable(pp::renderer::gl::depth_test_state());
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const auto& b = m_canvas->m_current_stroke->m_brush;
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@@ -254,23 +276,23 @@ void NodeCanvas::draw()
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//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
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ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
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ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
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glActiveTexture(GL_TEXTURE1);
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set_active_texture_unit(1);
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m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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set_active_texture_unit(2);
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m_canvas->m_smask.rtt(plane_index).bindTexture();
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for (int frame = frame_start; frame <= frame_end; frame++)
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{
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float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity* onion_alpha);
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
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}
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glActiveTexture(GL_TEXTURE2);
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set_active_texture_unit(2);
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m_canvas->m_smask.rtt(plane_index).unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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set_active_texture_unit(1);
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m_canvas->m_tmp[plane_index].unbindTexture();
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}
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else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
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@@ -309,33 +331,33 @@ void NodeCanvas::draw()
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ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
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glActiveTexture(GL_TEXTURE1);
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set_active_texture_unit(1);
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m_canvas->m_tmp[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE2);
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set_active_texture_unit(2);
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m_canvas->m_smask.rtt(plane_index).bindTexture();
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glActiveTexture(GL_TEXTURE3);
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set_active_texture_unit(3);
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if (b->m_dual_enabled)
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m_canvas->m_tmp_dual[plane_index].bindTexture();
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glActiveTexture(GL_TEXTURE4);
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set_active_texture_unit(4);
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b->m_pattern_texture ?
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b->m_pattern_texture->bind() :
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glBindTexture(GL_TEXTURE_2D, 0);
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unbind_texture_2d();
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for (int frame = frame_start; frame <= frame_end; frame++)
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{
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float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity * onion_alpha);
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
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m_face_plane.draw_fill();
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
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}
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glActiveTexture(GL_TEXTURE3);
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set_active_texture_unit(3);
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if (b->m_dual_enabled)
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m_canvas->m_tmp_dual[plane_index].unbindTexture();
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glActiveTexture(GL_TEXTURE2);
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set_active_texture_unit(2);
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m_canvas->m_smask.rtt(plane_index).unbindTexture();
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glActiveTexture(GL_TEXTURE1);
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set_active_texture_unit(1);
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m_canvas->m_tmp[plane_index].unbindTexture();
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}
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else
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@@ -350,7 +372,7 @@ void NodeCanvas::draw()
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{
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float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
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ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity * onion_alpha);
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
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m_face_plane.draw_fill();
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m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
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@@ -376,13 +398,13 @@ void NodeCanvas::draw()
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ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_blender_rtt.bindTexture();
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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set_active_texture_unit(2);
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m_blender_bg.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
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glCopyTexSubImage2D(pp::renderer::gl::texture_2d_target(), 0, 0, 0, 0, 0,
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m_blender_bg.size().x, m_blender_bg.size().y);
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}
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@@ -390,10 +412,10 @@ void NodeCanvas::draw()
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if (!ShaderManager::ext_framebuffer_fetch)
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{
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glActiveTexture(GL_TEXTURE2);
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set_active_texture_unit(2);
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m_blender_bg.unbind();
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}
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_blender_rtt.unbindTexture();
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}
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@@ -428,7 +450,7 @@ void NodeCanvas::draw()
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// draw the grid behind the layers using a temporary copy
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if (use_blend)
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{
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glEnable(GL_BLEND);
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glEnable(pp::renderer::gl::blend_state());
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//draw the grid
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for (int plane_index = 0; plane_index < 6; plane_index++)
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@@ -446,7 +468,7 @@ void NodeCanvas::draw()
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// draw the layers
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m_sampler.bind(0);
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_cache_rtt.bindTexture();
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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@@ -456,7 +478,7 @@ void NodeCanvas::draw()
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}
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}
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glDisable(GL_DEPTH_TEST);
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glDisable(pp::renderer::gl::depth_test_state());
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if (m_canvas->m_smask_active || m_canvas->m_current_mode == kCanvasMode::Copy || m_canvas->m_current_mode == kCanvasMode::Cut)
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{
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@@ -471,8 +493,8 @@ void NodeCanvas::draw()
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ShaderManager::use(kShader::TextureMask);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_outline_pan);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_BLEND);
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set_active_texture_unit(0);
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glEnable(pp::renderer::gl::blend_state());
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//draw the cube faces
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for (int plane_index = 0; plane_index < 6; plane_index++)
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@@ -506,12 +528,12 @@ void NodeCanvas::draw()
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m_rtt.unbindFramebuffer();
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glClearColor(1, 1, 1, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
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glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
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// draw the canvas
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m_sampler_nearest.bind(0);
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glActiveTexture(GL_TEXTURE0);
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set_active_texture_unit(0);
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m_rtt.bindTexture();
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ShaderManager::use(kShader::Texture);
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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@@ -520,9 +542,9 @@ void NodeCanvas::draw()
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m_rtt.unbindTexture();
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}
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scissor ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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scissor ? glEnable(pp::renderer::gl::scissor_test_state()) : glDisable(pp::renderer::gl::scissor_test_state());
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blend ? glEnable(pp::renderer::gl::blend_state()) : glDisable(pp::renderer::gl::blend_state());
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depth ? glEnable(pp::renderer::gl::depth_test_state()) : glDisable(pp::renderer::gl::depth_test_state());
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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}
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@@ -668,11 +690,11 @@ void NodeCanvas::create_buffers()
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auto new_size = GetSize() * m_density;
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LOG("NodeCanvas::create_buffers size: %d x %d density %f", (int)new_size.x, (int)new_size.y, m_density);
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m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
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(int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA8);
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m_blender_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8);
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m_cache_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8);
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m_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8, true);
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m_blender_bg.create((int)new_size.x, (int)new_size.y, GL_RGBA8);
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(int)new_size.y * m_canvas->m_mixer_scale, -1, pp::renderer::gl::rgba8_internal_format());
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m_blender_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format());
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m_cache_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format());
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m_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format(), true);
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m_blender_bg.create((int)new_size.x, (int)new_size.y, pp::renderer::gl::rgba8_internal_format());
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}
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void NodeCanvas::set_density(float d)
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