Isolate legacy stroke composite shader setup

This commit is contained in:
2026-06-12 22:41:47 +02:00
parent 6c58b6bb5d
commit e5d5d5f9ce
5 changed files with 155 additions and 50 deletions

View File

@@ -0,0 +1,96 @@
#pragma once
#include "shader.h"
#include "util.h"
#include <functional>
namespace pp::panopainter {
struct LegacyStrokeCompositePatternUniforms {
glm::vec2 scale {};
float invert = 0.0f;
float brightness = 0.0f;
float contrast = 0.0f;
float depth = 0.0f;
int blend_mode = 0;
glm::vec2 offset {};
};
struct LegacyStrokeCompositeUniforms {
glm::vec2 resolution {};
LegacyStrokeCompositePatternUniforms pattern;
glm::mat4 mvp { 1.0f };
float layer_alpha = 1.0f;
bool alpha_lock = false;
bool mask_enabled = false;
bool use_fragcoord = false;
int blend_mode = 0;
bool use_dual = false;
int dual_blend_mode = 0;
float dual_alpha = 0.0f;
bool use_pattern = false;
};
struct LegacyStrokeCompositeShaderExecution {
std::function<void(kShader)> use_shader;
std::function<void(kShaderUniform, int)> set_int;
std::function<void(kShaderUniform, float)> set_float;
std::function<void(kShaderUniform, const glm::vec2&)> set_vec2;
std::function<void(kShaderUniform, const glm::mat4&)> set_mat4;
};
[[nodiscard]] inline LegacyStrokeCompositeShaderExecution legacy_shader_manager_stroke_composite_execution() noexcept
{
return {
.use_shader = [](kShader shader) { ShaderManager::use(shader); },
.set_int = [](kShaderUniform uniform, int value) { ShaderManager::u_int(uniform, value); },
.set_float = [](kShaderUniform uniform, float value) { ShaderManager::u_float(uniform, value); },
.set_vec2 = [](kShaderUniform uniform, const glm::vec2& value) { ShaderManager::u_vec2(uniform, value); },
.set_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); },
};
}
inline void apply_legacy_stroke_composite_pattern_uniforms(
const LegacyStrokeCompositePatternUniforms& uniforms,
const LegacyStrokeCompositeShaderExecution& execution) noexcept
{
execution.set_vec2(kShaderUniform::PatternScale, uniforms.scale);
execution.set_float(kShaderUniform::PatternInvert, uniforms.invert);
execution.set_float(kShaderUniform::PatternBright, uniforms.brightness);
execution.set_float(kShaderUniform::PatternContrast, uniforms.contrast);
execution.set_float(kShaderUniform::PatternDepth, uniforms.depth);
execution.set_int(kShaderUniform::PatternBlendMode, uniforms.blend_mode);
execution.set_vec2(kShaderUniform::PatternOffset, uniforms.offset);
}
inline void setup_legacy_stroke_composite_shader(
const LegacyStrokeCompositeUniforms& uniforms,
const LegacyStrokeCompositeShaderExecution& execution) noexcept
{
execution.use_shader(kShader::CompDraw);
execution.set_int(kShaderUniform::Tex, 0);
execution.set_int(kShaderUniform::TexStroke, 1);
execution.set_int(kShaderUniform::TexMask, 2);
execution.set_int(kShaderUniform::TexDual, 3);
execution.set_int(kShaderUniform::TexPattern, 4);
execution.set_vec2(kShaderUniform::Resolution, uniforms.resolution);
execution.set_float(kShaderUniform::Alpha, uniforms.layer_alpha);
execution.set_int(kShaderUniform::Lock, uniforms.alpha_lock);
execution.set_int(kShaderUniform::Mask, uniforms.mask_enabled);
execution.set_int(kShaderUniform::UseFragcoord, uniforms.use_fragcoord);
execution.set_int(kShaderUniform::BlendMode, uniforms.blend_mode);
execution.set_mat4(kShaderUniform::MVP, uniforms.mvp);
execution.set_int(kShaderUniform::UseDual, uniforms.use_dual);
execution.set_int(kShaderUniform::UsePattern, uniforms.use_pattern);
execution.set_int(kShaderUniform::DualBlendMode, uniforms.dual_blend_mode);
apply_legacy_stroke_composite_pattern_uniforms(uniforms.pattern, execution);
execution.set_float(kShaderUniform::DualAlpha, uniforms.dual_alpha);
}
inline void setup_legacy_stroke_composite_shader(const LegacyStrokeCompositeUniforms& uniforms)
{
setup_legacy_stroke_composite_shader(uniforms, legacy_shader_manager_stroke_composite_execution());
}
} // namespace pp::panopainter