Moved spritesheet texture handling to anm2 instead of resources; added undoing for spritesheet texture changes; refactoring
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@@ -85,7 +85,7 @@ void preview_draw(Preview* self)
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GLuint& shaderGrid = self->resources->shaders[SHADER_GRID];
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mat4 transform = canvas_transform_get(&self->canvas, self->settings->previewPan, self->settings->previewZoom, ORIGIN_CENTER);
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canvas_texture_set(&self->canvas);
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canvas_framebuffer_resize_check(&self->canvas);
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canvas_bind(&self->canvas);
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canvas_viewport_set(&self->canvas);
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@@ -108,12 +108,12 @@ void preview_draw(Preview* self)
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anm2_frame_from_time(self->anm2, &root, Anm2Reference{animationID, ANM2_ROOT}, self->time);
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if (self->settings->previewIsRootTransform)
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rootModel = quad_parent_model_get(root.position, vec2(0.0f), root.rotation, PERCENT_TO_UNIT(root.scale));
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rootModel = canvas_parent_model_get(root.position, {}, PERCENT_TO_UNIT(root.scale), root.rotation);
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// Root
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if (self->settings->previewIsTargets && animation->rootAnimation.isVisible && root.isVisible)
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{
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mat4 model = quad_model_get(PREVIEW_TARGET_SIZE, root.position, PREVIEW_TARGET_SIZE * 0.5f, root.rotation, PERCENT_TO_UNIT(root.scale));
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mat4 model = canvas_model_get(PREVIEW_TARGET_SIZE, root.position, PREVIEW_TARGET_SIZE * 0.5f, PERCENT_TO_UNIT(root.scale), root.rotation);
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mat4 rootTransform = transform * model;
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f32 vertices[] = ATLAS_UV_VERTICES(ATLAS_TARGET);
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canvas_texture_draw(&self->canvas, shaderTexture, self->resources->atlas.id, rootTransform, vertices, PREVIEW_ROOT_COLOR);
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@@ -133,18 +133,18 @@ void preview_draw(Preview* self)
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if (!frame.isVisible)
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continue;
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mat4 model = quad_model_get(frame.size, frame.position, frame.pivot, frame.rotation, PERCENT_TO_UNIT(frame.scale));
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mat4 model = canvas_model_get(frame.size, frame.position, frame.pivot, PERCENT_TO_UNIT(frame.scale), frame.rotation);
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mat4 layerTransform = transform * (rootModel * model);
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Texture* texture = map_find(self->resources->textures, self->anm2->layers[id].spritesheetID);
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Texture& texture = self->anm2->spritesheets[self->anm2->layers[id].spritesheetID].texture;
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if (texture && !texture->isInvalid)
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if (!texture.isInvalid)
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{
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vec2 uvMin = frame.crop / vec2(texture->size);
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vec2 uvMax = (frame.crop + frame.size) / vec2(texture->size);
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vec2 uvMin = frame.crop / vec2(texture.size);
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vec2 uvMax = (frame.crop + frame.size) / vec2(texture.size);
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f32 vertices[] = UV_VERTICES(uvMin, uvMax);
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canvas_texture_draw(&self->canvas, shaderTexture, texture->id, layerTransform, vertices, frame.tintRGBA, frame.offsetRGB);
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canvas_texture_draw(&self->canvas, shaderTexture, texture.id, layerTransform, vertices, frame.tintRGBA, frame.offsetRGB);
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}
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if (self->settings->previewIsBorder)
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@@ -153,7 +153,7 @@ void preview_draw(Preview* self)
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if (self->settings->previewIsPivots)
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{
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f32 vertices[] = ATLAS_UV_VERTICES(ATLAS_PIVOT);
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mat4 pivotModel = quad_model_get(CANVAS_PIVOT_SIZE, frame.position, CANVAS_PIVOT_SIZE * 0.5f, frame.rotation, PERCENT_TO_UNIT(frame.scale));
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mat4 pivotModel = canvas_model_get(CANVAS_PIVOT_SIZE, frame.position, CANVAS_PIVOT_SIZE * 0.5f, PERCENT_TO_UNIT(frame.scale), frame.rotation);
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mat4 pivotTransform = transform * (rootModel * pivotModel);
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canvas_texture_draw(&self->canvas, shaderTexture, self->resources->atlas.id, pivotTransform, vertices, PREVIEW_PIVOT_COLOR);
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}
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@@ -182,7 +182,7 @@ void preview_draw(Preview* self)
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vec2 size = null.isShowRect ? CANVAS_PIVOT_SIZE : PREVIEW_TARGET_SIZE;
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AtlasType atlas = null.isShowRect ? ATLAS_SQUARE : ATLAS_TARGET;
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mat4 model = quad_model_get(size, frame.position, size * 0.5f, frame.rotation, PERCENT_TO_UNIT(frame.scale));
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mat4 model = canvas_model_get(size, frame.position, size * 0.5f, PERCENT_TO_UNIT(frame.scale), frame.rotation);
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mat4 nullTransform = transform * (rootModel * model);
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f32 vertices[] = ATLAS_UV_VERTICES(atlas);
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@@ -191,7 +191,7 @@ void preview_draw(Preview* self)
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if (null.isShowRect)
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{
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mat4 rectModel = quad_model_get(PREVIEW_NULL_RECT_SIZE, frame.position, PREVIEW_NULL_RECT_SIZE * 0.5f, frame.rotation, PERCENT_TO_UNIT(frame.scale));
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mat4 rectModel = canvas_model_get(PREVIEW_NULL_RECT_SIZE, frame.position, PREVIEW_NULL_RECT_SIZE * 0.5f, PERCENT_TO_UNIT(frame.scale), frame.rotation);
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mat4 rectTransform = transform * (rootModel * rectModel);
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canvas_rect_draw(&self->canvas, shaderLine, rectTransform, color);
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}
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@@ -210,7 +210,7 @@ void preview_draw(Preview* self)
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anm2_frame_from_time(self->anm2, &root, Anm2Reference{animationOverlayID, ANM2_ROOT}, self->time);
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if (self->settings->previewIsRootTransform)
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rootModel = quad_parent_model_get(root.position, vec2(0.0f), root.rotation, PERCENT_TO_UNIT(root.scale));
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rootModel = canvas_parent_model_get(root.position, {}, PERCENT_TO_UNIT(root.scale));
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for (auto [i, id] : self->anm2->layerMap)
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{
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@@ -225,22 +225,21 @@ void preview_draw(Preview* self)
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if (!frame.isVisible)
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continue;
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Texture* texture = map_find(self->resources->textures, self->anm2->layers[id].spritesheetID);
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Texture& texture = self->anm2->spritesheets[self->anm2->layers[id].spritesheetID].texture;
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if (!texture || texture->isInvalid)
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continue;
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if (texture.isInvalid) continue;
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vec2 uvMin = frame.crop / vec2(texture->size);
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vec2 uvMax = (frame.crop + frame.size) / vec2(texture->size);
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vec2 uvMin = frame.crop / vec2(texture.size);
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vec2 uvMax = (frame.crop + frame.size) / vec2(texture.size);
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f32 vertices[] = UV_VERTICES(uvMin, uvMax);
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mat4 model = quad_model_get(frame.size, frame.position, frame.pivot, frame.rotation, PERCENT_TO_UNIT(frame.scale));
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mat4 model = canvas_model_get(frame.size, frame.position, frame.pivot, PERCENT_TO_UNIT(frame.scale), frame.rotation);
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mat4 layerTransform = transform * (rootModel * model);
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vec4 tint = frame.tintRGBA;
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tint.a *= U8_TO_FLOAT(self->settings->previewOverlayTransparency);
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canvas_texture_draw(&self->canvas, shaderTexture, texture->id, layerTransform, vertices, tint, frame.offsetRGB);
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canvas_texture_draw(&self->canvas, shaderTexture, texture.id, layerTransform, vertices, tint, frame.offsetRGB);
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}
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}
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