Move NodeCanvas GL mappings to renderer gl

This commit is contained in:
2026-06-02 09:04:28 +02:00
parent 466c1d0cc0
commit bbe8378630
3 changed files with 84 additions and 54 deletions

View File

@@ -1,9 +1,27 @@
#include "pch.h"
#include <cstdint>
#include "app.h"
#include "log.h"
#include "node_canvas.h"
#include "node_image_texture.h"
#include "settings.h"
#include "renderer_gl/opengl_capabilities.h"
namespace {
void set_active_texture_unit(std::uint32_t unit_index)
{
glActiveTexture(pp::renderer::gl::active_texture_unit(unit_index));
}
void unbind_texture_2d()
{
glBindTexture(pp::renderer::gl::texture_2d_target(), 0);
}
}
Node* NodeCanvas::clone_instantiate() const
{
@@ -22,12 +40,14 @@ void NodeCanvas::init()
m_canvas->m_node = this;
m_sampler.create();
//m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
//m_sampler.set_filter(pp::renderer::gl::linear_texture_filter(), pp::renderer::gl::nearest_texture_filter());
m_sampler_nearest.create(GL_NEAREST);
m_sampler_nearest.create(pp::renderer::gl::nearest_texture_filter());
m_sampler_linear.create(GL_LINEAR);
m_sampler_stencil.create(GL_LINEAR, GL_REPEAT);
m_sampler_linear.create(pp::renderer::gl::linear_texture_filter());
m_sampler_stencil.create(
pp::renderer::gl::linear_texture_filter(),
pp::renderer::gl::repeat_texture_wrap());
m_face_plane.create<1>(2, 2);
m_line.create();
CanvasMode::node = this;
@@ -45,7 +65,9 @@ void NodeCanvas::restore_context()
m_sampler.create();
m_sampler.set_filter(GL_LINEAR, GL_NEAREST);
m_sampler.set_filter(
pp::renderer::gl::linear_texture_filter(),
pp::renderer::gl::nearest_texture_filter());
m_face_plane.create<1>(2, 2);
m_canvas->snapshot_restore();
CanvasMode::node = this;
@@ -74,13 +96,13 @@ void NodeCanvas::draw()
GLint vp[4];
GLfloat cc[4];
glGetIntegerv(GL_VIEWPORT, vp);
glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
auto blend = glIsEnabled(GL_BLEND);
auto depth = glIsEnabled(GL_DEPTH_TEST);
auto scissor = glIsEnabled(GL_SCISSOR_TEST);
glGetIntegerv(pp::renderer::gl::viewport_query(), vp);
glGetFloatv(pp::renderer::gl::color_clear_value_query(), cc);
auto blend = glIsEnabled(pp::renderer::gl::blend_state());
auto depth = glIsEnabled(pp::renderer::gl::depth_test_state());
auto scissor = glIsEnabled(pp::renderer::gl::scissor_test_state());
glDisable(GL_SCISSOR_TEST);
glDisable(pp::renderer::gl::scissor_test_state());
glm::ivec4 c = (glm::ivec4)glm::vec4(box.x, (int)(vp[3] - box.y - box.w), box.z, box.w);
@@ -120,13 +142,13 @@ void NodeCanvas::draw()
{
m_rtt.bindFramebuffer();
glClearColor(1, 1, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
glViewport(0, 0, m_rtt.getWidth(), m_rtt.getHeight());
}
else
{
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
}
@@ -136,7 +158,7 @@ void NodeCanvas::draw()
if (draw_merged)
{
glDisable(GL_BLEND);
glDisable(pp::renderer::gl::blend_state());
// draw the grid
for (int plane_index = 0; plane_index < 6; plane_index++)
{
@@ -164,7 +186,7 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::Highlight, false);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_canvas->m_layers_merge.rtt(plane_index).bindTexture();
m_face_plane.draw_fill();
m_canvas->m_layers_merge.rtt(plane_index).unbindTexture();
@@ -205,8 +227,8 @@ void NodeCanvas::draw()
}
// if not using shader blend, use gl rasterizer blend
use_blend ? glDisable(GL_BLEND) : glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
use_blend ? glDisable(pp::renderer::gl::blend_state()) : glEnable(pp::renderer::gl::blend_state());
glDisable(pp::renderer::gl::depth_test_state());
const auto& b = m_canvas->m_current_stroke->m_brush;
@@ -254,23 +276,23 @@ void NodeCanvas::draw()
//ShaderManager::u_int(kShaderUniform::Lock, m_canvas->m_layers[layer_index]->m_alpha_locked);
ShaderManager::u_int(kShaderUniform::Mask, m_canvas->m_smask_active);
ShaderManager::u_mat4(kShaderUniform::MVP, plane_mvp_z);
glActiveTexture(GL_TEXTURE1);
set_active_texture_unit(1);
m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
set_active_texture_unit(2);
m_canvas->m_smask.rtt(plane_index).bindTexture();
for (int frame = frame_start; frame <= frame_end; frame++)
{
float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity* onion_alpha);
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
}
glActiveTexture(GL_TEXTURE2);
set_active_texture_unit(2);
m_canvas->m_smask.rtt(plane_index).unbindTexture();
glActiveTexture(GL_TEXTURE1);
set_active_texture_unit(1);
m_canvas->m_tmp[plane_index].unbindTexture();
}
else if(m_canvas->m_current_stroke && m_canvas->m_show_tmp && m_canvas->m_current_layer_idx == layer_index)
@@ -309,33 +331,33 @@ void NodeCanvas::draw()
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, Canvas::I->m_pattern_offset);
glActiveTexture(GL_TEXTURE1);
set_active_texture_unit(1);
m_canvas->m_tmp[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE2);
set_active_texture_unit(2);
m_canvas->m_smask.rtt(plane_index).bindTexture();
glActiveTexture(GL_TEXTURE3);
set_active_texture_unit(3);
if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].bindTexture();
glActiveTexture(GL_TEXTURE4);
set_active_texture_unit(4);
b->m_pattern_texture ?
b->m_pattern_texture->bind() :
glBindTexture(GL_TEXTURE_2D, 0);
unbind_texture_2d();
for (int frame = frame_start; frame <= frame_end; frame++)
{
float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity * onion_alpha);
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill();
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
}
glActiveTexture(GL_TEXTURE3);
set_active_texture_unit(3);
if (b->m_dual_enabled)
m_canvas->m_tmp_dual[plane_index].unbindTexture();
glActiveTexture(GL_TEXTURE2);
set_active_texture_unit(2);
m_canvas->m_smask.rtt(plane_index).unbindTexture();
glActiveTexture(GL_TEXTURE1);
set_active_texture_unit(1);
m_canvas->m_tmp[plane_index].unbindTexture();
}
else
@@ -350,7 +372,7 @@ void NodeCanvas::draw()
{
float onion_alpha = 1.f - (float)glm::abs(frame - frame_current) / (float)(onion_size + 1);
ShaderManager::u_float(kShaderUniform::Alpha, m_canvas->m_layers[layer_index]->m_opacity * onion_alpha);
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).bindTexture();
m_face_plane.draw_fill();
m_canvas->m_layers[layer_index]->rtt(plane_index, frame).unbindTexture();
@@ -376,13 +398,13 @@ void NodeCanvas::draw()
ShaderManager::u_float(kShaderUniform::Alpha, 1.f);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1, 1, -1, 1));
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_blender_rtt.bindTexture();
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE2);
set_active_texture_unit(2);
m_blender_bg.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0,
glCopyTexSubImage2D(pp::renderer::gl::texture_2d_target(), 0, 0, 0, 0, 0,
m_blender_bg.size().x, m_blender_bg.size().y);
}
@@ -390,10 +412,10 @@ void NodeCanvas::draw()
if (!ShaderManager::ext_framebuffer_fetch)
{
glActiveTexture(GL_TEXTURE2);
set_active_texture_unit(2);
m_blender_bg.unbind();
}
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_blender_rtt.unbindTexture();
}
@@ -428,7 +450,7 @@ void NodeCanvas::draw()
// draw the grid behind the layers using a temporary copy
if (use_blend)
{
glEnable(GL_BLEND);
glEnable(pp::renderer::gl::blend_state());
//draw the grid
for (int plane_index = 0; plane_index < 6; plane_index++)
@@ -446,7 +468,7 @@ void NodeCanvas::draw()
// draw the layers
m_sampler.bind(0);
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_cache_rtt.bindTexture();
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
@@ -456,7 +478,7 @@ void NodeCanvas::draw()
}
}
glDisable(GL_DEPTH_TEST);
glDisable(pp::renderer::gl::depth_test_state());
if (m_canvas->m_smask_active || m_canvas->m_current_mode == kCanvasMode::Copy || m_canvas->m_current_mode == kCanvasMode::Cut)
{
@@ -471,8 +493,8 @@ void NodeCanvas::draw()
ShaderManager::use(kShader::TextureMask);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, m_outline_pan);
glActiveTexture(GL_TEXTURE0);
glEnable(GL_BLEND);
set_active_texture_unit(0);
glEnable(pp::renderer::gl::blend_state());
//draw the cube faces
for (int plane_index = 0; plane_index < 6; plane_index++)
@@ -506,12 +528,12 @@ void NodeCanvas::draw()
m_rtt.unbindFramebuffer();
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(pp::renderer::gl::framebuffer_color_buffer_mask());
glViewport(c.x + App::I->off_x, c.y + App::I->off_y, c.z, c.w);
// draw the canvas
m_sampler_nearest.bind(0);
glActiveTexture(GL_TEXTURE0);
set_active_texture_unit(0);
m_rtt.bindTexture();
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
@@ -520,9 +542,9 @@ void NodeCanvas::draw()
m_rtt.unbindTexture();
}
scissor ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
depth ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
scissor ? glEnable(pp::renderer::gl::scissor_test_state()) : glDisable(pp::renderer::gl::scissor_test_state());
blend ? glEnable(pp::renderer::gl::blend_state()) : glDisable(pp::renderer::gl::blend_state());
depth ? glEnable(pp::renderer::gl::depth_test_state()) : glDisable(pp::renderer::gl::depth_test_state());
glViewport(vp[0], vp[1], vp[2], vp[3]);
glClearColor(cc[0], cc[1], cc[2], cc[3]);
}
@@ -668,11 +690,11 @@ void NodeCanvas::create_buffers()
auto new_size = GetSize() * m_density;
LOG("NodeCanvas::create_buffers size: %d x %d density %f", (int)new_size.x, (int)new_size.y, m_density);
m_canvas->m_mixer.create((int)new_size.x * m_canvas->m_mixer_scale,
(int)new_size.y * m_canvas->m_mixer_scale, -1, GL_RGBA8);
m_blender_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8);
m_cache_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8);
m_rtt.create((int)new_size.x, (int)new_size.y, -1, GL_RGBA8, true);
m_blender_bg.create((int)new_size.x, (int)new_size.y, GL_RGBA8);
(int)new_size.y * m_canvas->m_mixer_scale, -1, pp::renderer::gl::rgba8_internal_format());
m_blender_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format());
m_cache_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format());
m_rtt.create((int)new_size.x, (int)new_size.y, -1, pp::renderer::gl::rgba8_internal_format(), true);
m_blender_bg.create((int)new_size.x, (int)new_size.y, pp::renderer::gl::rgba8_internal_format());
}
void NodeCanvas::set_density(float d)