Route stroke preview material decisions through planner

This commit is contained in:
2026-06-12 22:19:27 +02:00
parent 6cce9dd726
commit d69869f720
3 changed files with 43 additions and 15 deletions

View File

@@ -6,6 +6,7 @@
#include "bezier.h"
#include "canvas.h"
#include "app.h"
#include "legacy_canvas_stroke_services.h"
#include "legacy_ui_gl_dispatch.h"
#include "paint_renderer/compositor.h"
#include "renderer_gl/opengl_capabilities.h"
@@ -42,6 +43,25 @@ pp::paint_renderer::CanvasStrokeFeedbackPlan stroke_preview_destination_feedback
return fallback;
}
pp::paint_renderer::CanvasStrokeMaterialPlan stroke_preview_material_plan(
const Brush& brush,
bool destination_feedback_needed) noexcept
{
return pp::panopainter::plan_legacy_canvas_stroke_material(
pp::paint_renderer::CanvasStrokeMaterialRequest {
.destination_feedback_needed = destination_feedback_needed,
.pattern_enabled = brush.m_pattern_enabled,
.pattern_eachsample = brush.m_pattern_eachsample,
.wet_blend = brush.m_tip_wet > 0.F,
.mix_blend = brush.m_tip_mix > 0.F,
.noise_enabled = brush.m_tip_noise > 0.F,
.dual_brush_enabled = brush.m_dual_enabled,
.dual_blend_mode = brush.m_dual_blend_mode,
.pattern_blend_mode = brush.m_pattern_blend_mode,
.dual_alpha = brush.m_dual_opacity,
});
}
void set_active_texture_unit(std::uint32_t unit_index)
{
pp::legacy::ui_gl::activate_texture_unit(unit_index, "NodeStrokePreview");
@@ -194,17 +214,18 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
ShaderManager::u_int(kShaderUniform::UseFragcoord, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
const auto material = stroke_preview_material_plan(*b, false);
ShaderManager::u_int(kShaderUniform::UseDual, material.composite_pass.use_dual);
ShaderManager::u_int(kShaderUniform::UsePattern, material.composite_pass.use_pattern);
ShaderManager::u_int(kShaderUniform::DualBlendMode, material.composite_pass.dual_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, material.composite_pass.pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
ShaderManager::u_float(kShaderUniform::DualAlpha, material.composite_pass.dual_alpha);
m_sampler_linear.bind(0);
set_active_texture_unit(0U);
@@ -431,6 +452,7 @@ void NodeStrokePreview::draw_stroke_immediate()
ShaderManager::u_int(kShaderUniform::Tex, 0); // brush
const auto stroke_feedback = stroke_preview_destination_feedback_plan(m_rtt.getWidth(), m_rtt.getHeight());
const bool copy_stroke_destination = !stroke_feedback.reads_destination_color;
const auto material = stroke_preview_material_plan(*b, copy_stroke_destination);
if (copy_stroke_destination)
ShaderManager::u_int(kShaderUniform::TexBG, 1); // bg
ShaderManager::u_int(kShaderUniform::TexPattern, 2); // pattern
@@ -448,11 +470,11 @@ void NodeStrokePreview::draw_stroke_immediate()
// DRAW DUAL BRUSH
if (b->m_dual_enabled)
if (material.dual_pass.enabled)
{
m_rtt.clear();
ShaderManager::use(kShader::Stroke);
ShaderManager::u_int(kShaderUniform::UsePattern, false);
ShaderManager::u_int(kShaderUniform::UsePattern, material.dual_pass.uses_pattern);
ShaderManager::u_float(kShaderUniform::MixAlpha, 0);
ShaderManager::u_float(kShaderUniform::Wet, 0);
ShaderManager::u_float(kShaderUniform::Noise, 0);
@@ -502,7 +524,7 @@ void NodeStrokePreview::draw_stroke_immediate()
// DRAW MAIN BRUSH
ShaderManager::use(kShader::Stroke);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && b->m_pattern_eachsample);
ShaderManager::u_int(kShaderUniform::UsePattern, material.stroke_pass.uses_pattern);
ShaderManager::u_float(kShaderUniform::MixAlpha, b->m_tip_mix);
ShaderManager::u_float(kShaderUniform::Wet, b->m_tip_wet);
ShaderManager::u_float(kShaderUniform::Noise, b->m_tip_noise);
@@ -566,17 +588,17 @@ void NodeStrokePreview::draw_stroke_immediate()
ShaderManager::u_int(kShaderUniform::Mask, false);
ShaderManager::u_int(kShaderUniform::BlendMode, b->m_blend_mode);
ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
ShaderManager::u_int(kShaderUniform::UseDual, b->m_dual_enabled);
ShaderManager::u_int(kShaderUniform::UsePattern, b->m_pattern_enabled && !b->m_pattern_eachsample);
ShaderManager::u_int(kShaderUniform::DualBlendMode, b->m_dual_blend_mode);
ShaderManager::u_int(kShaderUniform::UseDual, material.composite_pass.use_dual);
ShaderManager::u_int(kShaderUniform::UsePattern, material.composite_pass.use_pattern);
ShaderManager::u_int(kShaderUniform::DualBlendMode, material.composite_pass.dual_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternScale, patt_scale);
ShaderManager::u_float(kShaderUniform::PatternInvert, b->m_pattern_invert);
ShaderManager::u_float(kShaderUniform::PatternBright, b->m_pattern_brightness);
ShaderManager::u_float(kShaderUniform::PatternContrast, b->m_pattern_contrast);
ShaderManager::u_float(kShaderUniform::PatternDepth, b->m_pattern_depth);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, b->m_pattern_blend_mode);
ShaderManager::u_int(kShaderUniform::PatternBlendMode, material.composite_pass.pattern_blend_mode);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f));
ShaderManager::u_float(kShaderUniform::DualAlpha, b->m_dual_opacity);
ShaderManager::u_float(kShaderUniform::DualAlpha, material.composite_pass.dual_alpha);
m_sampler_linear.bind(0);
m_sampler_linear.bind(1);