Isolate legacy stroke composite shader setup
This commit is contained in:
96
src/legacy_canvas_stroke_composite_services.h
Normal file
96
src/legacy_canvas_stroke_composite_services.h
Normal 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
|
||||
Reference in New Issue
Block a user