54 lines
1.9 KiB
C++
54 lines
1.9 KiB
C++
#pragma once
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#include "shader.h"
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#include <functional>
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namespace pp::panopainter {
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struct LegacyStrokeEraseUniforms {
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glm::mat4 mvp { 1.0f };
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int texture_slot = 0;
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int stroke_texture_slot = 1;
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int mask_texture_slot = 2;
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float alpha = 1.0f;
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bool mask_enabled = false;
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};
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struct LegacyStrokeEraseShaderExecution {
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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::mat4&)> set_mat4;
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};
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[[nodiscard]] inline LegacyStrokeEraseShaderExecution legacy_shader_manager_stroke_erase_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_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 setup_legacy_stroke_erase_shader(
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const LegacyStrokeEraseUniforms& uniforms,
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const LegacyStrokeEraseShaderExecution& execution) noexcept
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{
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execution.use_shader(kShader::CompErase);
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execution.set_int(kShaderUniform::Tex, uniforms.texture_slot);
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execution.set_int(kShaderUniform::TexStroke, uniforms.stroke_texture_slot);
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execution.set_int(kShaderUniform::TexMask, uniforms.mask_texture_slot);
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execution.set_int(kShaderUniform::Mask, uniforms.mask_enabled);
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execution.set_float(kShaderUniform::Alpha, uniforms.alpha);
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execution.set_mat4(kShaderUniform::MVP, uniforms.mvp);
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}
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inline void setup_legacy_stroke_erase_shader(const LegacyStrokeEraseUniforms& uniforms)
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{
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setup_legacy_stroke_erase_shader(uniforms, legacy_shader_manager_stroke_erase_execution());
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}
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} // namespace pp::panopainter
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