#pragma once #include "shader.h" #include "util.h" #include 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 }; int texture_slot = 0; int stroke_texture_slot = 1; int mask_texture_slot = 2; int dual_texture_slot = 3; int pattern_texture_slot = 4; 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 use_shader; std::function set_int; std::function set_float; std::function set_vec2; std::function 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, uniforms.texture_slot); execution.set_int(kShaderUniform::TexStroke, uniforms.stroke_texture_slot); execution.set_int(kShaderUniform::TexMask, uniforms.mask_texture_slot); execution.set_int(kShaderUniform::TexDual, uniforms.dual_texture_slot); execution.set_int(kShaderUniform::TexPattern, uniforms.pattern_texture_slot); 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