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