rename texture to pattern and implement initial pattern settings

This commit is contained in:
2019-02-17 23:41:17 +01:00
parent 49d9b17719
commit e4ee87e4c6
16 changed files with 379 additions and 232 deletions

View File

@@ -84,8 +84,8 @@ void NodeStrokePreview::draw_stroke()
m_sampler_brush.bind(0);
glActiveTexture(GL_TEXTURE1);
if (b->m_stencil_texture)
b->m_stencil_texture->bind();
if (b->m_pattern_texture && b->m_pattern_enabled)
b->m_pattern_texture->bind();
else
glBindTexture(GL_TEXTURE_2D, 0);
m_sampler.bind(1);
@@ -95,10 +95,10 @@ void NodeStrokePreview::draw_stroke()
ShaderManager::use(kShader::BrushStroke);
ShaderManager::u_vec4(kShaderUniform::Col, { 0, 0, 0, 1 });
ShaderManager::u_int(kShaderUniform::Tex, 0);
ShaderManager::u_int(kShaderUniform::TexStencil, 1); // stencil
ShaderManager::u_int(kShaderUniform::TexPattern, 1); // stencil
ShaderManager::u_vec2(kShaderUniform::Resolution, { m_rtt.getWidth(), m_rtt.getHeight() });
ShaderManager::u_vec2(kShaderUniform::StencilOffset, glm::vec2(0));
ShaderManager::u_float(kShaderUniform::StencilAlpha, b->m_tip_stencil);
ShaderManager::u_vec2(kShaderUniform::PatternOffset, glm::vec2(0));
ShaderManager::u_float(kShaderUniform::PatternAlpha, b->m_pattern_opacity);
m_mesh.draw(samples, proj);
}
//else