Extract stroke mix request wiring
This commit is contained in:
109
src/canvas.cpp
109
src/canvas.cpp
@@ -420,61 +420,60 @@ void Canvas::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2& bb_sz)
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[&] {
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m_mixer.unbindFramebuffer();
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},
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pp::panopainter::LegacyCanvasStrokeMixPassRequest {
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.context = "Canvas::stroke_draw_mix",
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.resolution = m_size,
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.planes = mix_planes,
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.bind_mix_samplers = [&] {
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m_sampler.bind(0);
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m_sampler.bind(1);
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m_sampler.bind(2);
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},
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.unbind_mix_samplers = [&] {
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m_sampler.unbind();
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},
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.setup_plane_shader = [&](int plane_index, const glm::mat4& plane_mvp_z) {
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(void)plane_index;
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pp::panopainter::setup_legacy_stroke_composite_shader(
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pp::panopainter::LegacyStrokeCompositeUniforms {
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.resolution = m_size,
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.mvp = plane_mvp_z,
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.pattern_texture_slot = 3,
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.layer_alpha = 1.0f,
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.alpha_lock = false, /*current_layer.m_alpha_locked*/
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.mask_enabled = false, /*m_smask_active*/
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.use_fragcoord = false,
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.blend_mode = b->m_blend_mode,
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.use_dual = false,
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.use_pattern = false,
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});
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},
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.bind_layer_texture = [&](int plane_index) {
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set_active_texture_unit(0);
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current_layer.rtt(plane_index).bindTexture();
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},
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.bind_stroke_texture = [&](int plane_index) {
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set_active_texture_unit(1);
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m_tmp[plane_index].bindTexture();
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},
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.bind_mask_texture = [&](int plane_index) {
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set_active_texture_unit(2);
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m_smask.rtt(plane_index).bindTexture();
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},
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.draw_plane = [&] {
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m_node->m_face_plane.draw_fill();
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},
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.unbind_mask_texture = [&](int plane_index) {
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set_active_texture_unit(2);
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m_smask.rtt(plane_index).unbindTexture();
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},
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.unbind_stroke_texture = [&](int plane_index) {
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set_active_texture_unit(1);
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m_tmp[plane_index].unbindTexture();
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},
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.unbind_layer_texture = [&](int plane_index) {
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set_active_texture_unit(0);
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current_layer.rtt(plane_index).unbindTexture();
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},
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pp::panopainter::make_legacy_canvas_stroke_mix_pass_request(
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"Canvas::stroke_draw_mix",
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m_size,
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mix_planes,
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[&] {
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m_sampler.bind(0);
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m_sampler.bind(1);
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m_sampler.bind(2);
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},
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[&] {
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m_sampler.unbind();
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},
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[&](int plane_index, const glm::mat4& plane_mvp_z) {
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(void)plane_index;
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pp::panopainter::setup_legacy_stroke_composite_shader(
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pp::panopainter::LegacyStrokeCompositeUniforms {
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.resolution = m_size,
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.mvp = plane_mvp_z,
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.pattern_texture_slot = 3,
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.layer_alpha = 1.0f,
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.alpha_lock = false, /*current_layer.m_alpha_locked*/
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.mask_enabled = false, /*m_smask_active*/
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.use_fragcoord = false,
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.blend_mode = b->m_blend_mode,
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.use_dual = false,
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.use_pattern = false,
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});
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},
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[&](int plane_index) {
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set_active_texture_unit(0);
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current_layer.rtt(plane_index).bindTexture();
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},
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[&](int plane_index) {
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set_active_texture_unit(1);
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m_tmp[plane_index].bindTexture();
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},
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[&](int plane_index) {
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set_active_texture_unit(2);
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m_smask.rtt(plane_index).bindTexture();
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},
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[&] {
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m_node->m_face_plane.draw_fill();
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},
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[&](int plane_index) {
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set_active_texture_unit(2);
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m_smask.rtt(plane_index).unbindTexture();
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},
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[&](int plane_index) {
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set_active_texture_unit(1);
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m_tmp[plane_index].unbindTexture();
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},
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[&](int plane_index) {
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set_active_texture_unit(0);
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current_layer.rtt(plane_index).unbindTexture();
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});
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gl.restore();
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