Isolate legacy stroke edge shader setup
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@@ -4,6 +4,7 @@
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#include "app.h"
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#include "legacy_gl_renderbuffer_dispatch.h"
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#include "legacy_canvas_stroke_composite_services.h"
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#include "legacy_canvas_stroke_edge_services.h"
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#include "legacy_canvas_stroke_execution_services.h"
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#include "legacy_canvas_stroke_shader_services.h"
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#include "legacy_canvas_stroke_services.h"
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@@ -765,12 +766,14 @@ void Canvas::stroke_draw()
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// NOTE: at the moment this works on the whole canvas, but it can be optimized
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// to only affect the current dirty box. In this case it may be necessary to do this
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// work on documents that doesn't have the padding, so on document loading.
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ShaderManager::use(kShader::StrokePad);
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ShaderManager::u_vec4(kShaderUniform::Col, pad_color);
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pp::panopainter::setup_legacy_stroke_pad_shader(
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pp::panopainter::LegacyStrokePadUniforms {
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.color = pad_color,
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.uses_destination_feedback = copy_stroke_destination,
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});
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if (copy_stroke_destination)
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{
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set_active_texture_unit(1);
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ShaderManager::u_int(kShaderUniform::TexBG, 1);
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}
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for (int i = 0; i < 6; i++)
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{
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@@ -1122,9 +1125,10 @@ void Canvas::stroke_commit()
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// }
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// Dilate borders to avoid interpolation bleeding
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ShaderManager::use(kShader::StrokeDilate);
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ShaderManager::u_mat4(kShaderUniform::MVP, glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f));
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ShaderManager::u_int(kShaderUniform::TexBG, 0);
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pp::panopainter::setup_legacy_stroke_dilate_shader(
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pp::panopainter::LegacyStrokeDilateUniforms {
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.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
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});
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set_active_texture_unit(0);
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m_tex2[i].bind();
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copy_framebuffer_to_texture_2d(0, 0, 0, 0, m_width, m_height);
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