169 lines
5.7 KiB
C++
169 lines
5.7 KiB
C++
#pragma once
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#include "shader.h"
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#include "util.h"
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#include <functional>
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namespace pp::panopainter {
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struct LegacyStrokePatternUniforms {
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glm::vec2 scale {};
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float invert = 0.0f;
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float brightness = 0.0f;
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float contrast = 0.0f;
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float depth = 0.0f;
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int blend_mode = 0;
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glm::vec2 offset {};
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};
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struct LegacyStrokeShaderSetupUniforms {
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glm::vec2 resolution {};
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LegacyStrokePatternUniforms pattern;
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glm::mat4 mvp { 1.0f };
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bool uses_destination_feedback = false;
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bool uses_pattern = false;
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float mix_alpha = 0.0f;
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float wet = 0.0f;
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float noise = 0.0f;
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bool set_opacity = false;
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float opacity = 1.0f;
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};
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struct LegacyStrokeSampleUniforms {
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glm::vec4 color {};
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float alpha = 0.0f;
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float opacity = 1.0f;
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};
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struct LegacyStrokeShaderExecution {
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std::function<void(kShader)> use_shader;
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std::function<void(kShaderUniform, int)> set_int;
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std::function<void(kShaderUniform, float)> set_float;
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std::function<void(kShaderUniform, const glm::vec2&)> set_vec2;
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std::function<void(kShaderUniform, const glm::vec4&)> set_vec4;
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std::function<void(kShaderUniform, const glm::mat4&)> set_mat4;
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};
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[[nodiscard]] inline LegacyStrokeShaderExecution legacy_shader_manager_stroke_execution() noexcept
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{
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return {
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.use_shader = [](kShader shader) { ShaderManager::use(shader); },
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.set_int = [](kShaderUniform uniform, int value) { ShaderManager::u_int(uniform, value); },
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.set_float = [](kShaderUniform uniform, float value) { ShaderManager::u_float(uniform, value); },
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.set_vec2 = [](kShaderUniform uniform, const glm::vec2& value) { ShaderManager::u_vec2(uniform, value); },
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.set_vec4 = [](kShaderUniform uniform, const glm::vec4& value) { ShaderManager::u_vec4(uniform, value); },
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.set_mat4 = [](kShaderUniform uniform, const glm::mat4& value) { ShaderManager::u_mat4(uniform, value); },
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};
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}
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inline void apply_legacy_stroke_pattern_uniforms(
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const LegacyStrokePatternUniforms& uniforms,
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const LegacyStrokeShaderExecution& execution) noexcept
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{
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execution.set_vec2(kShaderUniform::PatternScale, uniforms.scale);
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execution.set_float(kShaderUniform::PatternInvert, uniforms.invert);
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execution.set_float(kShaderUniform::PatternBright, uniforms.brightness);
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execution.set_float(kShaderUniform::PatternContrast, uniforms.contrast);
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execution.set_float(kShaderUniform::PatternDepth, uniforms.depth);
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execution.set_int(kShaderUniform::PatternBlendMode, uniforms.blend_mode);
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execution.set_vec2(kShaderUniform::PatternOffset, uniforms.offset);
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}
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inline void use_legacy_stroke_shader(const LegacyStrokeShaderExecution& execution) noexcept
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{
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execution.use_shader(kShader::Stroke);
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}
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inline void use_legacy_stroke_shader()
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{
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use_legacy_stroke_shader(legacy_shader_manager_stroke_execution());
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}
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inline void apply_legacy_stroke_blend_uniforms(
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bool uses_pattern,
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float mix_alpha,
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float wet,
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float noise,
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const LegacyStrokeShaderExecution& execution) noexcept
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{
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execution.set_int(kShaderUniform::UsePattern, uses_pattern);
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execution.set_float(kShaderUniform::MixAlpha, mix_alpha);
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execution.set_float(kShaderUniform::Wet, wet);
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execution.set_float(kShaderUniform::Noise, noise);
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}
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inline void apply_legacy_stroke_blend_uniforms(
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bool uses_pattern,
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float mix_alpha,
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float wet,
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float noise)
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{
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apply_legacy_stroke_blend_uniforms(
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uses_pattern,
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mix_alpha,
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wet,
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noise,
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legacy_shader_manager_stroke_execution());
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}
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inline void setup_legacy_stroke_shader(
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const LegacyStrokeShaderSetupUniforms& uniforms,
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const LegacyStrokeShaderExecution& execution) noexcept
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{
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use_legacy_stroke_shader(execution);
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execution.set_int(kShaderUniform::Tex, 0); // brush
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if (uniforms.uses_destination_feedback) {
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execution.set_int(kShaderUniform::TexBG, 1); // bg
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}
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execution.set_int(kShaderUniform::TexPattern, 2); // pattern
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execution.set_int(kShaderUniform::TexMix, 3); // mixer
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// ShaderManager::u_int(kShaderUniform::TexMixA, 4); // mixer
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if (uniforms.set_opacity) {
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execution.set_float(kShaderUniform::Opacity, uniforms.opacity);
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}
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execution.set_vec2(kShaderUniform::Resolution, uniforms.resolution);
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apply_legacy_stroke_pattern_uniforms(uniforms.pattern, execution);
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apply_legacy_stroke_blend_uniforms(
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uniforms.uses_pattern,
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uniforms.mix_alpha,
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uniforms.wet,
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uniforms.noise,
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execution);
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execution.set_mat4(kShaderUniform::MVP, uniforms.mvp);
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}
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inline void setup_legacy_stroke_shader(const LegacyStrokeShaderSetupUniforms& uniforms)
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{
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setup_legacy_stroke_shader(uniforms, legacy_shader_manager_stroke_execution());
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}
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inline void setup_legacy_stroke_dual_shader(
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bool uses_pattern,
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const LegacyStrokeShaderExecution& execution) noexcept
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{
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use_legacy_stroke_shader(execution);
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apply_legacy_stroke_blend_uniforms(uses_pattern, 0.0f, 0.0f, 0.0f, execution);
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}
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inline void setup_legacy_stroke_dual_shader(bool uses_pattern)
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{
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setup_legacy_stroke_dual_shader(uses_pattern, legacy_shader_manager_stroke_execution());
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}
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inline void apply_legacy_stroke_sample_uniforms(
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const LegacyStrokeSampleUniforms& uniforms,
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const LegacyStrokeShaderExecution& execution) noexcept
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{
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execution.set_vec4(kShaderUniform::Col, uniforms.color);
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execution.set_float(kShaderUniform::Alpha, uniforms.alpha);
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execution.set_float(kShaderUniform::Opacity, uniforms.opacity);
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}
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inline void apply_legacy_stroke_sample_uniforms(const LegacyStrokeSampleUniforms& uniforms)
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{
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apply_legacy_stroke_sample_uniforms(uniforms, legacy_shader_manager_stroke_execution());
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}
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} // namespace pp::panopainter
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