visuals and a lot of other things
This commit is contained in:
349
src/preview.cpp
349
src/preview.cpp
@@ -11,7 +11,7 @@ _preview_axis_set(Preview* self)
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glBufferData(GL_ARRAY_BUFFER, sizeof(PREVIEW_AXIS_VERTICES), PREVIEW_AXIS_VERTICES, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
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glBindVertexArray(0);
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}
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@@ -21,13 +21,13 @@ _preview_grid_set(Preview* self)
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{
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std::vector<f32> vertices;
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s32 verticalLineCount = PREVIEW_SIZE.x / self->gridSize.x;
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s32 horizontalLineCount = PREVIEW_SIZE.y / self->gridSize.y;
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s32 verticalLineCount = PREVIEW_SIZE.x / MIN(self->settings->gridSizeX, PREVIEW_GRID_MIN);
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s32 horizontalLineCount = PREVIEW_SIZE.y / MIN(self->settings->gridSizeY, PREVIEW_GRID_MIN);
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/* Vertical */
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for (s32 i = 0; i <= verticalLineCount; i++)
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{
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s32 x = i * self->gridSize.x;
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s32 x = i * self->settings->gridSizeX - self->settings->gridOffsetX;
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f32 normX = (2.0f * x) / PREVIEW_SIZE.x - 1.0f;
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vertices.push_back(normX);
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@@ -39,7 +39,7 @@ _preview_grid_set(Preview* self)
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/* Horizontal */
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for (s32 i = 0; i <= horizontalLineCount; i++)
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{
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s32 y = i * self->gridSize.y;
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s32 y = i * self->settings->gridSizeY - self->settings->gridOffsetY;
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f32 normY = (2.0f * y) / PREVIEW_SIZE.y - 1.0f;
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vertices.push_back(-1.0f);
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@@ -52,17 +52,19 @@ _preview_grid_set(Preview* self)
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glBindVertexArray(self->gridVAO);
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glBindBuffer(GL_ARRAY_BUFFER, self->gridVBO);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(float), vertices.data(), GL_DYNAMIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, vertices.size() * sizeof(f32), vertices.data(), GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(f32), (void*)0);
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}
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void
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preview_init(Preview* self, Resources* resources, Input* input)
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preview_init(Preview* self, Anm2* anm2, Resources* resources, Input* input, Settings* settings)
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{
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self->anm2 = anm2;
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self->resources = resources;
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self->input = input;
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self->settings = settings;
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glGenFramebuffers(1, &self->fbo);
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@@ -89,6 +91,28 @@ preview_init(Preview* self, Resources* resources, Input* input)
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glGenVertexArrays(1, &self->gridVAO);
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glGenBuffers(1, &self->gridVBO);
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glGenVertexArrays(1, &self->textureVAO);
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glGenBuffers(1, &self->textureVBO);
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glGenBuffers(1, &self->textureEBO);
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glBindVertexArray(self->textureVAO);
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glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(f32) * 4 * 4, NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self->textureEBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(PREVIEW_TEXTURE_INDICES), PREVIEW_TEXTURE_INDICES, GL_STATIC_DRAW);
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/* Position */
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(f32), (void*)0);
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/* UV */
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(f32), (void*)(2 * sizeof(f32)));
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glBindVertexArray(0);
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_preview_axis_set(self);
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_preview_grid_set(self);
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}
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@@ -96,52 +120,74 @@ preview_init(Preview* self, Resources* resources, Input* input)
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void
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preview_tick(Preview* self)
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{
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self->zoom = CLAMP(self->zoom, PREVIEW_ZOOM_MIN, PREVIEW_ZOOM_MAX);
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self->oldGridSize = self->gridSize;
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self->settings->zoom = CLAMP(self->settings->zoom, PREVIEW_ZOOM_MIN, PREVIEW_ZOOM_MAX);
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self->oldGridSize = glm::vec2(self->settings->gridSizeX, self->settings->gridSizeY);
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self->oldGridOffset = glm::vec2(self->settings->gridOffsetX, self->settings->gridOffsetY);
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if (self->animationID > -1)
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{
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Anm2Animation* animation = &self->anm2->animations[self->animationID];
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if (self->isPlaying)
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{
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self->time += (f32)self->anm2->fps / TICK_RATE;
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if (self->time >= (f32)animation->frameNum - 1)
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self->time = 0.0f;
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}
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else
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self->time = CLAMP(self->time, 0.0f, (f32)animation->frameNum);
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}
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}
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void
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preview_draw(Preview* self)
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{
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GLuint shader = self->resources->shaders[SHADER];
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float zoomFactor = self->zoom / 100.0f;
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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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f32 zoomFactor = self->settings->zoom / 100.0f;
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/* Convert pan to pixels */
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glm::vec2 ndcPan = glm::vec2(
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self->pan.x / (PREVIEW_SIZE.x / 2.0f),
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-self->pan.y / (PREVIEW_SIZE.y / 2.0f)
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self->settings->panX / (PREVIEW_SIZE.x / 2.0f),
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-self->settings->panY / (PREVIEW_SIZE.y / 2.0f)
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);
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/* Transformation matrix */
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glm::mat4 transform = glm::translate(glm::mat4(1.0f), glm::vec3(ndcPan, 0.0f));
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transform = glm::scale(transform, glm::vec3(zoomFactor, zoomFactor, 1.0f));
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glm::mat4 previewTransform = glm::translate(glm::mat4(1.0f), glm::vec3(ndcPan, 0.0f));
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previewTransform = glm::scale(previewTransform, glm::vec3(zoomFactor, zoomFactor, 1.0f));
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glBindFramebuffer(GL_FRAMEBUFFER, self->fbo);
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glViewport(0, 0, PREVIEW_SIZE.x, PREVIEW_SIZE.y);
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glClearColor
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(
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self->backgroundColor.r,
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self->backgroundColor.g,
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self->backgroundColor.b,
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self->backgroundColor.a
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self->settings->backgroundColorR,
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self->settings->backgroundColorG,
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self->settings->backgroundColorB,
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self->settings->backgroundColorA
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);
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glClear(GL_COLOR_BUFFER_BIT);
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glUseProgram(shader);
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glUniformMatrix4fv(glGetUniformLocation(shader, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, (f32*)value_ptr(transform));
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glUseProgram(shaderLine);
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glUniformMatrix4fv(glGetUniformLocation(shaderLine, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, (f32*)value_ptr(previewTransform));
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if (self->isGrid)
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if (self->settings->isGrid)
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{
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if (self->gridSize != self->oldGridSize)
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if
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(
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(ivec2(self->settings->gridSizeX, self->settings->gridSizeY) != self->oldGridSize) ||
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(ivec2(self->settings->gridOffsetX, self->settings->gridOffsetY) != self->oldGridOffset)
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)
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_preview_grid_set(self);
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glBindVertexArray(self->gridVAO);
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glUniform4f
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(
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glGetUniformLocation(shader, SHADER_UNIFORM_COLOR),
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self->gridColor.r, self->gridColor.g, self->gridColor.b, self->gridColor.a
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glGetUniformLocation(shaderLine, SHADER_UNIFORM_COLOR),
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self->settings->gridColorR, self->settings->gridColorG, self->settings->gridColorB, self->settings->gridColorA
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);
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glDrawArrays(GL_LINES, 0, self->gridVertexCount);
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@@ -149,31 +195,264 @@ preview_draw(Preview* self)
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glBindVertexArray(0);
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}
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if (self->isAxis)
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if (self->settings->isAxis)
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{
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glBindVertexArray(self->axisVAO);
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/* Axes */
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glUniform4f
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(
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glGetUniformLocation(shader, SHADER_UNIFORM_COLOR),
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self->axisColor.r, self->axisColor.g, self->axisColor.b, self->axisColor.a
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glGetUniformLocation(shaderLine, SHADER_UNIFORM_COLOR),
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self->settings->axisColorR, self->settings->axisColorG, self->settings->axisColorB, self->settings->axisColorA
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);
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glDrawArrays(GL_LINES, 0, 2);
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glUniform4f
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(
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glGetUniformLocation(shader, SHADER_UNIFORM_COLOR),
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self->axisColor.r, self->axisColor.g, self->axisColor.b, self->axisColor.a
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glGetUniformLocation(shaderLine, SHADER_UNIFORM_COLOR),
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self->settings->axisColorR, self->settings->axisColorG, self->settings->axisColorB, self->settings->axisColorA
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);
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glDrawArrays(GL_LINES, 2, 2);
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glBindVertexArray(0);
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}
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glUseProgram(0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glUseProgram(0);
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glUseProgram(shaderTexture);
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if (self->animationID > -1)
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{
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Anm2Frame rootFrame = Anm2Frame{};
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Anm2Animation* animation = &self->anm2->animations[self->animationID];
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bool isRootFrame = anm2_frame_from_time(self->anm2, animation, &rootFrame, ANM2_ROOT_ANIMATION, 0, self->time);
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/* Layers (Reversed) */
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for (auto & [id, layerAnimation] : animation->layerAnimations)
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{
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Anm2Layer* layer = &self->anm2->layers[id];
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Anm2Frame frame;
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Texture* texture = &self->resources->loadedTextures[layer->spritesheetID];
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if (texture->isInvalid)
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continue;
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if (!layerAnimation.isVisible || layerAnimation.frames.size() <= 0)
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continue;
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if (!anm2_frame_from_time(self->anm2, animation, &frame, ANM2_LAYER_ANIMATION, id, self->time))
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continue;
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if (!frame.isVisible)
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continue;
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glm::mat4 layerTransform = previewTransform;
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glm::vec2 previewSize = glm::vec2(PREVIEW_SIZE);
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glm::vec2 scale = self->settings->isRootTransform ?
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(frame.scale / 100.0f) * (rootFrame.scale / 100.0f) :
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(frame.scale / 100.0f);
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glm::vec2 position = self->settings->isRootTransform ?
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(frame.position + rootFrame.position) :
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frame.position;
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glm::vec2 scaledSize = frame.size * scale;
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glm::vec2 scaledPivot = frame.pivot * scale;
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glm::vec2 ndcPos = position / (previewSize / 2.0f);
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glm::vec2 ndcPivotOffset = scaledPivot / (previewSize * 0.5f);
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glm::vec2 ndcScale = scaledSize / (previewSize * 0.5f);
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layerTransform = glm::translate(layerTransform, glm::vec3(ndcPos - ndcPivotOffset, 0.0f));
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layerTransform = glm::translate(layerTransform, glm::vec3(ndcPivotOffset, 0.0f));
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layerTransform = glm::rotate(layerTransform, glm::radians(frame.rotation), glm::vec3(0, 0, 1));
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layerTransform = glm::translate(layerTransform, glm::vec3(-ndcPivotOffset, 0.0f));
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layerTransform = glm::scale(layerTransform, glm::vec3(ndcScale, 1.0f));
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glm::vec2 uvMin = frame.crop / glm::vec2(texture->size);
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glm::vec2 uvMax = (frame.crop + frame.size) / glm::vec2(texture->size);
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f32 vertices[] = {
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0, 0, uvMin.x, uvMin.y,
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1, 0, uvMax.x, uvMin.y,
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1, 1, uvMax.x, uvMax.y,
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0, 1, uvMin.x, uvMax.y
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};
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glBindVertexArray(self->textureVAO);
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glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->handle);
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glUniform1i(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TEXTURE), 0);
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glUniform4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TINT), 1, (f32*)value_ptr(frame.tintRGBA));
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glUniform3fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_COLOR_OFFSET), 1, (f32*)value_ptr(frame.offsetRGB));
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glUniformMatrix4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(layerTransform));
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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/* Root */
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if
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(isRootFrame && animation->rootAnimation.isVisible && rootFrame.isVisible)
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{
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glm::mat4 rootTransform = previewTransform;
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glm::vec2 previewSize = {(f32)PREVIEW_SIZE.x, (f32)PREVIEW_SIZE.y};
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glm::vec2 ndcPos = (rootFrame.position - (PREVIEW_TARGET_SIZE / 2.0f)) / (previewSize / 2.0f);
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glm::vec2 ndcScale = PREVIEW_TARGET_SIZE / (previewSize * 0.5f);
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rootTransform = glm::translate(rootTransform, glm::vec3(ndcPos, 0.0f));
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rootTransform = glm::scale(rootTransform, glm::vec3(ndcScale, 1.0f));
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f32 vertices[] =
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{
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0, 0, 0.0f, 0.0f,
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1, 0, 1.0f, 0.0f,
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1, 1, 1.0f, 1.0f,
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0, 1, 0.0f, 1.0f
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};
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glBindVertexArray(self->textureVAO);
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glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, self->resources->textures[TEXTURE_TARGET].handle);
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glUniform1i(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TEXTURE), 0);
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glUniform4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TINT), 1, value_ptr(PREVIEW_ROOT_TINT));
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glUniform3fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_COLOR_OFFSET), 1, value_ptr(PREVIEW_ROOT_COLOR_OFFSET));
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glUniformMatrix4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(rootTransform));
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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/* Pivots */
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if (self->settings->isShowPivot)
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{
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for (auto it = animation->layerAnimations.rbegin(); it != animation->layerAnimations.rend(); it++)
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{
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s32 id = it->first;
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Anm2LayerAnimation layerAnimation = it->second;
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Anm2Layer* layer = &self->anm2->layers[id];
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Anm2Frame frame;
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Texture* texture = &self->resources->loadedTextures[layer->spritesheetID];
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if (!layerAnimation.isVisible || layerAnimation.frames.size() <= 0)
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continue;
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if (!anm2_frame_from_time(self->anm2, animation, &frame, ANM2_LAYER_ANIMATION, id, self->time))
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continue;
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if (!frame.isVisible)
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continue;
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glm::vec2 scale = self->settings->isRootTransform ?
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(frame.scale / 100.0f) * (rootFrame.scale / 100.0f) :
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(frame.scale / 100.0f);
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glm::vec2 position = self->settings->isRootTransform ?
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(frame.position + rootFrame.position) :
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frame.position;
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glm::mat4 pivotTransform = previewTransform;
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glm::vec2 previewSize = {(f32)PREVIEW_SIZE.x, (f32)PREVIEW_SIZE.y};
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glm::vec2 scaledSize = PREVIEW_PIVOT_SIZE * scale;
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glm::vec2 ndcPos = (position - (PREVIEW_PIVOT_SIZE / 2.0f)) / (previewSize / 2.0f);
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glm::vec2 ndcScale = scaledSize / (previewSize * 0.5f);
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pivotTransform = glm::translate(pivotTransform, glm::vec3(ndcPos, 0.0f));
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pivotTransform = glm::scale(pivotTransform, glm::vec3(ndcScale, 1.0f));
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f32 vertices[] =
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{
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0, 0, 0.0f, 0.0f,
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1, 0, 1.0f, 0.0f,
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1, 1, 1.0f, 1.0f,
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0, 1, 0.0f, 1.0f
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};
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glBindVertexArray(self->textureVAO);
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glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, self->resources->textures[TEXTURE_PIVOT].handle);
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glUniform1i(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TEXTURE), 0);
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glUniform4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TINT), 1, value_ptr(PREVIEW_PIVOT_TINT));
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glUniform3fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_COLOR_OFFSET), 1, value_ptr(PREVIEW_PIVOT_COLOR_OFFSET));
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glUniformMatrix4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(pivotTransform));
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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/* Nulls */
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for (auto & [id, nullAnimation] : animation->nullAnimations)
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{
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Anm2Frame frame;
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if (!nullAnimation.isVisible || nullAnimation.frames.size() <= 0)
|
||||
continue;
|
||||
|
||||
if (!anm2_frame_from_time(self->anm2, animation, &frame, ANM2_NULL_ANIMATION, id, self->time))
|
||||
continue;
|
||||
|
||||
if (!frame.isVisible)
|
||||
continue;
|
||||
|
||||
glm::mat4 nullTransform = previewTransform;
|
||||
glm::vec2 previewSize = {(f32)PREVIEW_SIZE.x, (f32)PREVIEW_SIZE.y};
|
||||
|
||||
glm::vec2 pos = self->settings->isRootTransform ?
|
||||
frame.position + (rootFrame.position) - (PREVIEW_TARGET_SIZE / 2.0f):
|
||||
frame.position - (PREVIEW_TARGET_SIZE / 2.0f);
|
||||
|
||||
glm::vec2 ndcPos = pos / (previewSize / 2.0f);
|
||||
glm::vec2 ndcScale = PREVIEW_TARGET_SIZE / (previewSize * 0.5f);
|
||||
|
||||
nullTransform = glm::translate(nullTransform, glm::vec3(ndcPos, 0.0f));
|
||||
nullTransform = glm::scale(nullTransform, glm::vec3(ndcScale, 1.0f));
|
||||
|
||||
f32 vertices[] =
|
||||
{
|
||||
0, 0, 0.0f, 0.0f,
|
||||
1, 0, 1.0f, 0.0f,
|
||||
1, 1, 1.0f, 1.0f,
|
||||
0, 1, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
glBindVertexArray(self->textureVAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, self->textureVBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_DYNAMIC_DRAW);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, self->resources->textures[TEXTURE_TARGET].handle);
|
||||
glUniform1i(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TEXTURE), 0);
|
||||
glUniform4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TINT), 1, value_ptr(PREVIEW_NULL_TINT));
|
||||
glUniform3fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_COLOR_OFFSET), 1, value_ptr(PREVIEW_NULL_COLOR_OFFSET));
|
||||
glUniformMatrix4fv(glGetUniformLocation(shaderTexture, SHADER_UNIFORM_TRANSFORM), 1, GL_FALSE, value_ptr(nullTransform));
|
||||
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
|
||||
|
||||
glUseProgram(0);
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
void
|
||||
|
Reference in New Issue
Block a user