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panopainter/src/legacy_canvas_stroke_shader_services.h

169 lines
5.7 KiB
C++

#pragma once
#include "shader.h"
#include "util.h"
#include <functional>
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<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::vec4&)> set_vec4;
std::function<void(kShaderUniform, const glm::mat4&)> 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