#pragma once #include "shader.h" #include namespace pp::panopainter { struct LegacyStrokePatternUniforms { 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 LegacyStrokeShaderSetupUniforms { glm::vec2 resolution {}; LegacyStrokePatternUniforms pattern; glm::mat4 mvp { 1.0f }; bool uses_destination_feedback = false; bool uses_pattern = false; float mix_alpha = 0.0f; float wet = 0.0f; float noise = 0.0f; bool set_opacity = false; float opacity = 1.0f; }; struct LegacyStrokeSampleUniforms { glm::vec4 color {}; float alpha = 0.0f; float opacity = 1.0f; }; struct LegacyStrokeShaderExecution { std::function use_shader; std::function set_int; std::function set_float; std::function set_vec2; std::function set_vec4; std::function set_mat4; }; [[nodiscard]] inline LegacyStrokeShaderExecution legacy_shader_manager_stroke_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_vec4 = [](kShaderUniform uniform, const glm::vec4& value) { ShaderManager::u_vec4(uniform, value); }, .set_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); }, }; } inline void apply_legacy_stroke_pattern_uniforms( const LegacyStrokePatternUniforms& uniforms, const LegacyStrokeShaderExecution& 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 use_legacy_stroke_shader(const LegacyStrokeShaderExecution& execution) noexcept { execution.use_shader(kShader::Stroke); } inline void use_legacy_stroke_shader() { use_legacy_stroke_shader(legacy_shader_manager_stroke_execution()); } inline void apply_legacy_stroke_blend_uniforms( bool uses_pattern, float mix_alpha, float wet, float noise, const LegacyStrokeShaderExecution& execution) noexcept { execution.set_int(kShaderUniform::UsePattern, uses_pattern); execution.set_float(kShaderUniform::MixAlpha, mix_alpha); execution.set_float(kShaderUniform::Wet, wet); execution.set_float(kShaderUniform::Noise, noise); } inline void apply_legacy_stroke_blend_uniforms( bool uses_pattern, float mix_alpha, float wet, float noise) { apply_legacy_stroke_blend_uniforms( uses_pattern, mix_alpha, wet, noise, legacy_shader_manager_stroke_execution()); } inline void setup_legacy_stroke_shader( const LegacyStrokeShaderSetupUniforms& uniforms, const LegacyStrokeShaderExecution& execution) noexcept { use_legacy_stroke_shader(execution); execution.set_int(kShaderUniform::Tex, 0); // brush if (uniforms.uses_destination_feedback) { execution.set_int(kShaderUniform::TexBG, 1); // bg } execution.set_int(kShaderUniform::TexPattern, 2); // pattern execution.set_int(kShaderUniform::TexMix, 3); // mixer // ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer if (uniforms.set_opacity) { execution.set_float(kShaderUniform::Opacity, uniforms.opacity); } execution.set_vec2(kShaderUniform::Resolution, uniforms.resolution); apply_legacy_stroke_pattern_uniforms(uniforms.pattern, execution); apply_legacy_stroke_blend_uniforms( uniforms.uses_pattern, uniforms.mix_alpha, uniforms.wet, uniforms.noise, execution); execution.set_mat4(kShaderUniform::MVP, uniforms.mvp); } inline void setup_legacy_stroke_shader(const LegacyStrokeShaderSetupUniforms& uniforms) { setup_legacy_stroke_shader(uniforms, legacy_shader_manager_stroke_execution()); } inline void setup_legacy_stroke_dual_shader( bool uses_pattern, const LegacyStrokeShaderExecution& execution) noexcept { use_legacy_stroke_shader(execution); apply_legacy_stroke_blend_uniforms(uses_pattern, 0.0f, 0.0f, 0.0f, execution); } inline void setup_legacy_stroke_dual_shader(bool uses_pattern) { setup_legacy_stroke_dual_shader(uses_pattern, legacy_shader_manager_stroke_execution()); } inline void apply_legacy_stroke_sample_uniforms( const LegacyStrokeSampleUniforms& uniforms, const LegacyStrokeShaderExecution& execution) noexcept { execution.set_vec4(kShaderUniform::Col, uniforms.color); execution.set_float(kShaderUniform::Alpha, uniforms.alpha); execution.set_float(kShaderUniform::Opacity, uniforms.opacity); } inline void apply_legacy_stroke_sample_uniforms(const LegacyStrokeSampleUniforms& uniforms) { apply_legacy_stroke_sample_uniforms(uniforms, legacy_shader_manager_stroke_execution()); } } // namespace pp::panopainter