Route stroke preview mixer composite through service

This commit is contained in:
2026-06-13 04:43:51 +02:00
parent c810cc178b
commit cc67159784
3 changed files with 30 additions and 25 deletions

View File

@@ -205,31 +205,30 @@ void NodeStrokePreview::stroke_draw_mix(const glm::vec2& bb_min, const glm::vec2
if (b->m_pattern_flipx) patt_scale.x *= -1.f;
if (b->m_pattern_flipy) patt_scale.y *= -1.f;
ShaderManager::use(kShader::CompDraw);
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStroke, 1);
ShaderManager::u_int(kShaderUniform::TexMask, 2);
ShaderManager::u_int(kShaderUniform::TexDual, 3);
ShaderManager::u_int(kShaderUniform::TexPattern, 4);
ShaderManager::u_vec2(kShaderUniform::Resolution, m_size);
ShaderManager::u_float(kShaderUniform::Alpha, 1);
ShaderManager::u_int(kShaderUniform::Lock, false);
ShaderManager::u_int(kShaderUniform::Mask, false);
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));
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, 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, material.composite_pass.dual_alpha);
pp::panopainter::setup_legacy_stroke_composite_shader(
pp::panopainter::LegacyStrokeCompositeUniforms {
.resolution = m_size,
.pattern = {
.scale = patt_scale,
.invert = static_cast<float>(b->m_pattern_invert),
.brightness = b->m_pattern_brightness,
.contrast = b->m_pattern_contrast,
.depth = b->m_pattern_depth,
.blend_mode = material.composite_pass.pattern_blend_mode,
.offset = glm::vec2(b->m_pattern_rand_offset ? 0.5f : 0.0f),
},
.mvp = glm::ortho(-.5f, .5f, -.5f, .5f, -1.f, 1.f),
.layer_alpha = 1.0f,
.alpha_lock = false,
.mask_enabled = false,
.use_fragcoord = false,
.blend_mode = b->m_blend_mode,
.use_dual = material.composite_pass.use_dual,
.dual_blend_mode = material.composite_pass.dual_blend_mode,
.dual_alpha = material.composite_pass.dual_alpha,
.use_pattern = material.composite_pass.use_pattern,
});
m_sampler_linear.bind(0);
set_active_texture_unit(0U);