add ComboBox node, add blend modes button in stroke panel, move brush shader code to ShaderManager and avoid the same shader being recompiled many times
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@@ -86,13 +86,13 @@ void NodeStrokePreview::draw_stroke()
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if (true)
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{
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m_mesh.shader.use();
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m_mesh.shader.u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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m_mesh.shader.u_int(kShaderUniform::Tex, 0);
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m_mesh.shader.u_int(kShaderUniform::TexStencil, 1); // stencil
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m_mesh.shader.u_vec2(kShaderUniform::Resolution, { m_rtt.getWidth(), m_rtt.getHeight() });
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m_mesh.shader.u_vec2(kShaderUniform::StencilOffset, glm::vec2(0));
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m_mesh.shader.u_float(kShaderUniform::StencilAlpha, b.m_tip_stencil);
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ShaderManager::use(kShader::BrushStroke);
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ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
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ShaderManager::u_int(kShaderUniform::Tex, 0);
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ShaderManager::u_int(kShaderUniform::TexStencil, 1); // stencil
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ShaderManager::u_vec2(kShaderUniform::Resolution, { m_rtt.getWidth(), m_rtt.getHeight() });
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ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2(0));
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ShaderManager::u_float(kShaderUniform::StencilAlpha, b.m_tip_stencil);
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m_mesh.draw(samples, proj);
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}
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//else
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