Move image texture node state mapping to renderer gl

This commit is contained in:
2026-06-02 08:15:36 +02:00
parent 2a3402e991
commit 3823a612ae
3 changed files with 8 additions and 3 deletions

View File

@@ -1,6 +1,7 @@
#include "pch.h"
#include "log.h"
#include "node_image_texture.h"
#include "renderer_gl/opengl_capabilities.h"
#include "shader.h"
#include "node_image.h"
@@ -18,14 +19,14 @@ void NodeImageTexture::clone_copy(Node* dest) const
void NodeImageTexture::draw()
{
tex ? tex->bind() : glBindTexture(GL_TEXTURE_2D, 0);
tex ? tex->bind() : glBindTexture(pp::renderer::gl::texture_2d_target(), 0);
auto& sampler = tex && tex->has_mips ? NodeImage::m_sampler_mips : NodeImage::m_sampler;
sampler.bind(0);
glEnable(GL_BLEND);
glEnable(pp::renderer::gl::blend_state());
ShaderManager::use(kShader::Texture);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_mat4(kShaderUniform::MVP, m_mvp);
NodeImage::m_plane.draw_fill();
sampler.unbind();
glDisable(GL_BLEND);
glDisable(pp::renderer::gl::blend_state());
}