The Omega Update(TM) Part 5 (Finishing)
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@@ -83,9 +83,9 @@ void preview_draw(Preview* self)
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ivec2& gridSize = self->settings->previewGridSize;
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ivec2& gridOffset = self->settings->previewGridOffset;
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vec4& gridColor = self->settings->previewGridColor;
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f32& zoom = self->settings->previewZoom;
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GLuint& shaderLine = self->resources->shaders[SHADER_LINE];
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GLuint& shaderTexture = self->resources->shaders[SHADER_TEXTURE];
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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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@@ -95,7 +95,7 @@ void preview_draw(Preview* self)
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canvas_clear(self->settings->previewBackgroundColor);
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if (self->settings->previewIsGrid)
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canvas_grid_draw(&self->canvas, shaderLine, transform, zoom, gridSize, gridOffset, gridColor);
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canvas_grid_draw(&self->canvas, shaderGrid, transform, gridSize, gridOffset, gridColor);
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if (self->settings->previewIsAxes)
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canvas_axes_draw(&self->canvas, shaderLine, transform, self->settings->previewAxesColor);
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@@ -136,20 +136,20 @@ 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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if (!texture || texture->isInvalid)
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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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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 layerTransform = transform * (rootModel * model);
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canvas_texture_draw(&self->canvas, shaderTexture, texture->id, layerTransform, vertices, frame.tintRGBA, frame.offsetRGB);
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Texture* texture = map_find(self->resources->textures, self->anm2->layers[id].spritesheetID);
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if (texture && !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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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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}
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if (self->settings->previewIsBorder)
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canvas_rect_draw(&self->canvas, shaderLine, layerTransform, PREVIEW_BORDER_COLOR);
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