Move color wheel state mapping to renderer gl

This commit is contained in:
2026-06-02 08:28:24 +02:00
parent b85c530df7
commit d8e958769b
3 changed files with 46 additions and 16 deletions

View File

@@ -174,6 +174,9 @@ Known local toolchain state:
`NodeImage` drawing and remote-image texture creation also consume
backend-owned mipmapped sampler filters, blend-state tokens, and RGBA8/RGBA
texture format mapping.
`NodeColorWheel` triangle-buffer setup and draw-state handling also consume
backend-owned array-buffer, static-upload, vertex-attribute, primitive-mode,
and blend-state tokens.
- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
for the current headless component matrix; see DEBT-0007 for remaining app
and platform triplet migration.

View File

@@ -441,6 +441,9 @@ target and blend-state tokens to `pp_renderer_gl`.
`NodeImage` drawing and remote-image texture creation now delegate mipmapped
sampler filters, blend-state tokens, and RGBA8/RGBA texture format mapping to
`pp_renderer_gl`.
`NodeColorWheel` triangle-buffer setup and draw-state handling now delegate
array-buffer, static-upload, vertex-attribute, primitive-mode, and blend-state
tokens to `pp_renderer_gl`.
The existing renderer classes are not yet fully
behind the renderer interfaces.

View File

@@ -1,5 +1,6 @@
#include "pch.h"
#include "node_colorwheel.h"
#include "renderer_gl/opengl_capabilities.h"
#include "shader.h"
#include "log.h"
#include "app.h"
@@ -29,43 +30,67 @@ void NodeColorWheel::init_controls()
void NodeColorWheel::loaded()
{
m_circle.create<64>(.5, .4, Circle::kUVMapping::Tube);
m_cur_hue.create<16>(.05, 0.04);
m_cur_quad.create<16>(.04, 0.03, Circle::kUVMapping::Tube);
m_circle.create<64>(.5f, .4f, Circle::kUVMapping::Tube);
m_cur_hue.create<16>(.05f, 0.04f);
m_cur_quad.create<16>(.04f, 0.03f, Circle::kUVMapping::Tube);
float quad_scale = glm::sin(glm::radians(45.f)) * 0.8f;
m_quad.create<1>(quad_scale, quad_scale);
struct vertex_t { glm::vec4 pos; glm::vec2 uvs; glm::vec4 col; };
std::vector<vertex_t> vertices;
float l = 0.4;
float l = 0.4f;
vertices.push_back({{glm::cos(4.f/3.f*glm::pi<float>())*l,glm::sin(4.f/3.f*glm::pi<float>())*l,0,1},{1,-1},{1,1,1,1}});
vertices.push_back({{glm::cos(2.f/3.f*glm::pi<float>())*l,glm::sin(2.f/3.f*glm::pi<float>())*l,0,1},{0,0},{0,0,0,1}});
vertices.push_back({{l,0,0,1},{1,1},{1,0,0,1}});
App::I->render_task([&]
{
const auto buffer_target = pp::renderer::gl::array_buffer_target();
const auto upload_usage = pp::renderer::gl::static_draw_buffer_usage();
const auto attribute_type = pp::renderer::gl::vertex_attribute_float_component_type();
const auto attribute_normalized =
static_cast<GLboolean>(pp::renderer::gl::vertex_attribute_not_normalized());
glGenBuffers(1, &buffers);
glBindBuffer(GL_ARRAY_BUFFER, buffers);
glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(vertex_t), vertices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(buffer_target, buffers);
glBufferData(buffer_target, vertices.size() * sizeof(vertex_t), vertices.data(), upload_usage);
glBindBuffer(buffer_target, 0);
glGenVertexArrays(1, &arrays);
glBindVertexArray(arrays);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glBindBuffer(GL_ARRAY_BUFFER, buffers);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, uvs));
glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (GLvoid*)offsetof(vertex_t, col));
glBindBuffer(buffer_target, buffers);
glVertexAttribPointer(
0,
4,
attribute_type,
attribute_normalized,
sizeof(vertex_t),
(GLvoid*)0);
glVertexAttribPointer(
1,
2,
attribute_type,
attribute_normalized,
sizeof(vertex_t),
(GLvoid*)offsetof(vertex_t, uvs));
glVertexAttribPointer(
2,
4,
attribute_type,
attribute_normalized,
sizeof(vertex_t),
(GLvoid*)offsetof(vertex_t, col));
glBindVertexArray(0);
});
}
void NodeColorWheel::draw()
{
glDisable(GL_BLEND);
glDisable(pp::renderer::gl::blend_state());
ShaderManager::use(kShader::ColorHue);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp * glm::eulerAngleZ(glm::radians(-90.f)));
ShaderManager::u_int(kShaderUniform::Direction, 0); // set horizontal
@@ -74,9 +99,8 @@ void NodeColorWheel::draw()
// ShaderManager::use(kShader::ColorTri);
// ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
// ShaderManager::u_vec4(kShaderUniform::Col, glm::vec4(m_hsv, 0.f));
// GLenum type = GL_TRIANGLES;
// glBindVertexArray(arrays);
// glDrawArrays(type, 0, 3);
// glDrawArrays(pp::renderer::gl::primitive_mode_for_fill_count(3U), 0, 3);
// glBindVertexArray(0);
ShaderManager::use(kShader::Color);
@@ -144,8 +168,8 @@ kEventResult NodeColorWheel::handle_event(Event* e)
else if (l >= 0.4f && l <= 0.5f)
{
mode = 1;
auto pos = glm::normalize(me->m_pos - m_pos - GetSize() * 0.5f);
m_hsv.x = (glm::atan(pos.y, -pos.x) + glm::pi<float>()) / glm::two_pi<float>();
auto normalized_pos = glm::normalize(me->m_pos - m_pos - GetSize() * 0.5f);
m_hsv.x = (glm::atan(normalized_pos.y, -normalized_pos.x) + glm::pi<float>()) / glm::two_pi<float>();
handle_color_change();
}
else