The Omega Update(TM) Part 5 (Finishing)

This commit is contained in:
2025-08-14 21:39:17 -04:00
parent ea3498692a
commit 4029828d04
24 changed files with 966 additions and 319 deletions

View File

@@ -12,87 +12,40 @@ void generate_preview_init(GeneratePreview* self, Anm2* anm2, Anm2Reference* ref
void generate_preview_draw(GeneratePreview* self)
{
/* TODO
f32& zoom = self->settings->previewZoom;
GLuint& shaderLine = self->resources->shaders[SHADER_LINE];
GLuint& shaderTexture = self->resources->shaders[SHADER_TEXTURE];
mat4 transform = canvas_transform_get(&self->canvas, self->settings->previewPan, self->settings->previewZoom, ORIGIN_CENTER);
static auto& columns = self->settings->generateColumns;
static auto& count = self->settings->generateCount;
static GLuint& shaderTexture = self->resources->shaders[SHADER_TEXTURE];
const mat4 transform = canvas_transform_get(&self->canvas, {}, CANVAS_ZOOM_DEFAULT, ORIGIN_CENTER);
vec2 startPosition = {self->settings->generateStartPosition.x, self->settings->generateStartPosition.y};
vec2 size = {self->settings->generateSize.x, self->settings->generateSize.y};
vec2 pivot = {self->settings->generatePivot.x, self->settings->generatePivot.y};
canvas_bind(&self->canvas);
canvas_viewport_set(&self->canvas);
canvas_clear(self->settings->previewBackgroundColor);
self->time = std::clamp(self->time, 0.0f, 1.0f);
Anm2Animation* animation = anm2_animation_from_reference(self->anm2, self->reference);
s32& animationID = self->reference->animationID;
if (animation)
{
Anm2Frame root;
mat4 rootModel = mat4(1.0f);
Anm2Item* item = anm2_item_from_reference(self->anm2, self->reference);
Texture* texture = map_find(self->resources->textures, self->anm2->layers[self->reference->itemID].spritesheetID);
anm2_frame_from_time(self->anm2, &root, Anm2Reference{animationID, ANM2_ROOT}, self->time);
if (item && texture && !texture->isInvalid)
{
const s32 index = std::clamp((s32)(self->time * count), 0, count);
const s32 row = index / columns;
const s32 column = index % columns;
vec2 crop = startPosition + vec2(size.x * column, size.y * row);
if (self->settings->previewIsRootTransform)
rootModel = quad_parent_model_get(root.position, vec2(0.0f), root.rotation, PERCENT_TO_UNIT(root.scale));
vec2 uvMin = crop / vec2(texture->size);
vec2 uvMax = (crop + size) / vec2(texture->size);
f32 vertices[] = UV_VERTICES(uvMin, uvMax);
// Root
if (self->settings->previewIsTargets && animation->rootAnimation.isVisible && root.isVisible)
{
mat4 model = quad_model_get(PREVIEW_TARGET_SIZE, root.position, PREVIEW_TARGET_SIZE * 0.5f, root.rotation, PERCENT_TO_UNIT(root.scale));
mat4 rootTransform = transform * model;
f32 vertices[] = ATLAS_UV_VERTICES(ATLAS_TARGET);
canvas_texture_draw(&self->canvas, shaderTexture, self->resources->atlas.id, rootTransform, vertices, PREVIEW_ROOT_COLOR);
}
// Layers
for (auto [i, id] : self->anm2->layerMap)
{
Anm2Frame frame;
Anm2Item& layerAnimation = animation->layerAnimations[id];
if (!layerAnimation.isVisible || layerAnimation.frames.size() <= 0)
continue;
anm2_frame_from_time(self->anm2, &frame, Anm2Reference{animationID, ANM2_LAYER, id}, self->time);
if (!frame.isVisible)
continue;
Texture* texture = map_find(self->resources->textures, self->anm2->layers[id].spritesheetID);
if (!texture || texture->isInvalid)
continue;
vec2 uvMin = frame.crop / vec2(texture->size);
vec2 uvMax = (frame.crop + frame.size) / vec2(texture->size);
f32 vertices[] = UV_VERTICES(uvMin, uvMax);
mat4 model = quad_model_get(frame.size, frame.position, frame.pivot, frame.rotation, PERCENT_TO_UNIT(frame.scale));
mat4 layerTransform = transform * (rootModel * model);
canvas_texture_draw(&self->canvas, shaderTexture, texture->id, layerTransform, vertices, frame.tintRGBA, frame.offsetRGB);
if (self->settings->previewIsBorder)
canvas_rect_draw(&self->canvas, shaderLine, layerTransform, PREVIEW_BORDER_COLOR);
if (self->settings->previewIsPivots)
{
f32 vertices[] = ATLAS_UV_VERTICES(ATLAS_PIVOT);
mat4 pivotModel = quad_model_get(CANVAS_PIVOT_SIZE, frame.position, CANVAS_PIVOT_SIZE * 0.5f, frame.rotation, PERCENT_TO_UNIT(frame.scale));
mat4 pivotTransform = transform * (rootModel * pivotModel);
canvas_texture_draw(&self->canvas, shaderTexture, self->resources->atlas.id, pivotTransform, vertices, PREVIEW_PIVOT_COLOR);
}
}
s32& animationOverlayID = self->animationOverlayID;
Anm2Animation* animationOverlay = map_find(self->anm2->animations, animationOverlayID);
mat4 model = quad_model_get(size, {}, pivot, {}, CANVAS_SCALE_DEFAULT);
mat4 generateTransform = transform * model;
canvas_texture_draw(&self->canvas, shaderTexture, texture->id, generateTransform, vertices, COLOR_OPAQUE, COLOR_OFFSET_NONE);
}
canvas_unbind();
*/
}
void generate_preview_free(GeneratePreview* self)