Route grid render state through GL backend

This commit is contained in:
2026-06-04 22:38:06 +02:00
parent 5aa07b2953
commit d0510e9fd2
7 changed files with 168 additions and 17 deletions

View File

@@ -9,6 +9,107 @@
#include "renderer_gl/opengl_capabilities.h"
#include "util.h"
namespace {
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_active_texture(std::uint32_t texture_unit) noexcept
{
glActiveTexture(static_cast<GLenum>(texture_unit));
}
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 clear_opengl_buffer(std::uint32_t mask) noexcept
{
glClear(static_cast<GLbitfield>(mask));
}
void set_opengl_color_mask(std::uint8_t r, std::uint8_t g, std::uint8_t b, std::uint8_t a) noexcept
{
glColorMask(r, g, b, a);
}
void apply_grid_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("Grid capability dispatch failed because: %s", status.message);
}
void set_grid_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("Grid active texture dispatch failed because: %s", status.message);
}
void apply_grid_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("Grid viewport dispatch failed because: %s", status.message);
}
void clear_grid_depth_buffer()
{
const auto status = pp::renderer::gl::clear_opengl_buffers(
pp::renderer::gl::framebuffer_depth_buffer_mask(),
pp::renderer::gl::OpenGlBufferClearDispatch {
.clear = clear_opengl_buffer,
});
if (!status.ok())
LOG("Grid depth clear dispatch failed because: %s", status.message);
}
void apply_grid_color_mask(std::uint8_t r, std::uint8_t g, std::uint8_t b, std::uint8_t a)
{
const auto status = pp::renderer::gl::apply_opengl_color_write_mask(
pp::renderer::gl::OpenGlColorWriteMask {
.r = r,
.g = g,
.b = b,
.a = a,
},
pp::renderer::gl::OpenGlColorWriteMaskDispatch {
.color_mask = set_opengl_color_mask,
});
if (!status.ok())
LOG("Grid color mask dispatch failed because: %s", status.message);
}
}
Node* NodePanelGrid::clone_instantiate() const
{
return new NodePanelGrid();
@@ -220,8 +321,8 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
if (m_groud_opacity->get_value() > 0.f)
{
bool depth = glIsEnabled(pp::renderer::gl::depth_test_state());
glEnable(pp::renderer::gl::depth_test_state());
glClear(pp::renderer::gl::framebuffer_depth_buffer_mask());
apply_grid_capability(pp::renderer::gl::depth_test_state(), true);
clear_grid_depth_buffer();
auto nav = m_hm_image.m_data ? -(m_hm_preview_nav->m_value - 0.5f) : glm::vec2(0);
auto mvp = proj * camera
@@ -235,14 +336,14 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
auto light_pos = glm::vec3(sinf(light_yaw) + nav.x, light_pitch + get_offset(), cosf(light_yaw) + nav.y);
auto light_dir = glm::normalize(light_pos);
glDisable(pp::renderer::gl::blend_state());
apply_grid_capability(pp::renderer::gl::blend_state(), false);
// DRAW SOLID
if (m_hm_image.m_data)
{
if (m_shade_mode == ShadeMode::Solid)
{
glDisable(pp::renderer::gl::blend_state());
apply_grid_capability(pp::renderer::gl::blend_state(), false);
ShaderManager::use(kShader::Lambert);
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
ShaderManager::u_vec3(kShaderUniform::LightDir, light_dir);
@@ -267,7 +368,7 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
ShaderManager::u_float(kShaderUniform::Ambient, get_ambient());
ShaderManager::u_int(kShaderUniform::Tex, 0);
m_sampler_mipmap.bind(0);
glActiveTexture(pp::renderer::gl::active_texture_unit(0U));
set_grid_active_texture_unit(0U);
m_texture.bind();
m_hm_plane.draw_fill();
m_texture.unbind();
@@ -278,7 +379,7 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
auto wire_alpha = m_hm_image.m_data ? m_hm_wireframe->get_value() : 1.f;
if (wire_alpha > 0.f)
{
glEnable(pp::renderer::gl::blend_state());
apply_grid_capability(pp::renderer::gl::blend_state(), true);
ShaderManager::use(kShader::Color);
ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(
glm::vec3(m_groud_value->get_value()),
@@ -288,13 +389,13 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
ShaderManager::u_mat4(kShaderUniform::MVP, mvp);
if (m_hm_image.m_data && m_shade_mode == ShadeMode::Transparent)
{
glColorMask(
apply_grid_color_mask(
pp::renderer::gl::color_write_disabled(),
pp::renderer::gl::color_write_disabled(),
pp::renderer::gl::color_write_disabled(),
pp::renderer::gl::color_write_disabled());
m_hm_plane.draw_fill();
glColorMask(
apply_grid_color_mask(
pp::renderer::gl::color_write_enabled(),
pp::renderer::gl::color_write_enabled(),
pp::renderer::gl::color_write_enabled(),
@@ -313,21 +414,21 @@ void NodePanelGrid::draw_heightmap(const glm::mat4& proj, const glm::mat4& camer
GLint vp[4];
glGetIntegerv(pp::renderer::gl::viewport_query(), vp);
auto aspect_ratio = (float)vp[3] / (float)vp[2];
glEnable(pp::renderer::gl::blend_state());
glDisable(pp::renderer::gl::depth_test_state());
apply_grid_capability(pp::renderer::gl::blend_state(), true);
apply_grid_capability(pp::renderer::gl::depth_test_state(), false);
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-1.f, 1.f, -1.f, 1.f) *
//glm::scale(glm::vec3(100)) *
glm::translate(glm::vec3(p2d, 0)) * glm::scale(glm::vec3(.1f * aspect_ratio, .1f, 1.f)));
glActiveTexture(pp::renderer::gl::active_texture_unit(0U));
set_grid_active_texture_unit(0U);
m_sampler_linear.bind(0);
constexpr auto sun_tex = const_hash("data/sun.png");
TextureManager::get(sun_tex).bind();
m_plane.draw_fill();
}
}
depth ? glEnable(pp::renderer::gl::depth_test_state()) : glDisable(pp::renderer::gl::depth_test_state());
depth ? apply_grid_capability(pp::renderer::gl::depth_test_state(), true) : apply_grid_capability(pp::renderer::gl::depth_test_state(), false);
}
}
@@ -372,9 +473,9 @@ void NodePanelGrid::bake_uvs()
App::I->render_task([&]{
fb.bindFramebuffer();
fb.clear({ 1, 0, 0, 1 });
glDisable(pp::renderer::gl::blend_state());
glDisable(pp::renderer::gl::depth_test_state());
glViewport(0, 0, fb.getWidth(), fb.getHeight());
apply_grid_capability(pp::renderer::gl::blend_state(), false);
apply_grid_capability(pp::renderer::gl::depth_test_state(), false);
apply_grid_viewport(0, 0, fb.getWidth(), fb.getHeight());
ShaderManager::use(kShader::BakeUV);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::mat4(1));

View File

@@ -503,6 +503,18 @@ pp::foundation::Status clear_opengl_color_buffer_with_write_mask(
return pp::foundation::Status::success();
}
pp::foundation::Status apply_opengl_color_write_mask(
OpenGlColorWriteMask mask,
OpenGlColorWriteMaskDispatch dispatch) noexcept
{
if (dispatch.color_mask == nullptr) {
return pp::foundation::Status::invalid_argument("OpenGL color-write-mask dispatch callback must not be null");
}
dispatch.color_mask(mask.r, mask.g, mask.b, mask.a);
return pp::foundation::Status::success();
}
pp::foundation::Status activate_opengl_texture_unit(
std::uint32_t unit_index,
OpenGlActiveTextureDispatch dispatch) noexcept

View File

@@ -575,6 +575,10 @@ struct OpenGlColorMaskedClearDispatch {
OpenGlClearFn clear = nullptr;
};
struct OpenGlColorWriteMaskDispatch {
OpenGlColorMaskFn color_mask = nullptr;
};
struct OpenGlViewportDispatch {
OpenGlViewportFn viewport = nullptr;
};
@@ -883,6 +887,9 @@ struct OpenGlMeshDeleteDispatch {
[[nodiscard]] pp::foundation::Status clear_opengl_color_buffer_with_write_mask(
OpenGlColorMaskedClear clear,
OpenGlColorMaskedClearDispatch dispatch) noexcept;
[[nodiscard]] pp::foundation::Status apply_opengl_color_write_mask(
OpenGlColorWriteMask mask,
OpenGlColorWriteMaskDispatch dispatch) noexcept;
[[nodiscard]] pp::foundation::Status activate_opengl_texture_unit(
std::uint32_t unit_index,
OpenGlActiveTextureDispatch dispatch) noexcept;