Files
armorpaint/base/sources/ts/render_path_preview.ts
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function render_path_preview_init() {
{
let t: render_target_t = render_target_create();
t.name = "texpreview";
t.width = 1;
t.height = 1;
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t.format = "RGBA64";
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render_path_create_render_target(t);
}
{
let t: render_target_t = render_target_create();
t.name = "texpreview_icon";
t.width = 1;
t.height = 1;
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t.format = "RGBA64";
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render_path_create_render_target(t);
}
render_path_create_depth_buffer("mmain", "DEPTH24");
{
let t: render_target_t = render_target_create();
t.name = "mtex";
t.width = math_floor(util_render_material_preview_size * 2.0);
t.height = math_floor(util_render_material_preview_size * 2.0);
t.format = "RGBA64";
t.scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
{
let t: render_target_t = render_target_create();
t.name = "mgbuffer0";
t.width = math_floor(util_render_material_preview_size * 2.0);
t.height = math_floor(util_render_material_preview_size * 2.0);
t.format = "RGBA64";
t.scale = render_path_base_get_super_sampling();
t.depth_buffer = "mmain";
render_path_create_render_target(t);
}
{
let t: render_target_t = render_target_create();
t.name = "mgbuffer1";
t.width = math_floor(util_render_material_preview_size * 2.0);
t.height = math_floor(util_render_material_preview_size * 2.0);
t.format = "RGBA64";
t.scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
{
let t: render_target_t = render_target_create();
t.name = "mgbuffer2";
t.width = math_floor(util_render_material_preview_size * 2.0);
t.height = math_floor(util_render_material_preview_size * 2.0);
t.format = "RGBA64";
t.scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
}
function render_path_preview_commands_preview() {
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render_path_set_target("mgbuffer2", null, clear_flag_t.COLOR, 0xff000000);
render_path_set_target("mgbuffer0", null, clear_flag_t.COLOR | clear_flag_t.DEPTH, 0xffffffff, 1.0);
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let additional: string[] = ["mgbuffer1", "mgbuffer2"];
render_path_set_target("mgbuffer0", additional);
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render_path_draw_meshes("mesh");
// Deferred light
render_path_set_target("mtex");
render_path_bind_target("_mmain", "gbufferD");
render_path_bind_target("mgbuffer0", "gbuffer0");
render_path_bind_target("mgbuffer1", "gbuffer1");
{
render_path_bind_target("empty_white", "ssaotex");
}
render_path_draw_shader("shader_datas/deferred_light/deferred_light");
render_path_set_depth_from("mtex", "mgbuffer0"); // Bind depth for world pass
render_path_set_target("mtex"); // Re-binds depth
render_path_draw_skydome("shader_datas/world_pass/world_pass");
render_path_set_depth_from("mtex", "mgbuffer1"); // Unbind depth
let framebuffer: string = "texpreview";
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let selected_mat: slot_material_t = context_raw.material;
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let texpreview: render_target_t = map_get(render_path_render_targets, "texpreview");
let texpreview_icon: render_target_t = map_get(render_path_render_targets, "texpreview_icon");
texpreview._image = selected_mat.image;
texpreview_icon._image = selected_mat.image_icon;
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render_path_set_target(framebuffer);
render_path_bind_target("mtex", "tex");
render_path_draw_shader("shader_datas/compositor_pass/compositor_pass");
render_path_set_target("texpreview_icon");
render_path_bind_target("texpreview", "tex");
render_path_draw_shader("shader_datas/supersample_resolve/supersample_resolve");
}
function render_path_preview_commands_decal() {
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render_path_set_target("gbuffer2", null, clear_flag_t.COLOR, 0xff000000);
render_path_set_target("gbuffer0", null, clear_flag_t.COLOR | clear_flag_t.DEPTH, 0xffffffff, 1.0);
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let additional: string[] = ["gbuffer1", "gbuffer2"];
render_path_set_target("gbuffer0", additional);
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render_path_draw_meshes("mesh");
// Deferred light
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render_path_set_target("buf");
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render_path_bind_target("_main", "gbufferD");
render_path_bind_target("gbuffer0", "gbuffer0");
render_path_bind_target("gbuffer1", "gbuffer1");
{
render_path_bind_target("empty_white", "ssaotex");
}
render_path_draw_shader("shader_datas/deferred_light/deferred_light");
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render_path_set_depth_from("buf", "gbuffer0"); // Bind depth for world pass
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render_path_set_target("buf");
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render_path_draw_skydome("shader_datas/world_pass/world_pass");
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render_path_set_depth_from("buf", "gbuffer1"); // Unbind depth
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let framebuffer: string = "texpreview";
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let texpreview: render_target_t = map_get(render_path_render_targets, "texpreview");
texpreview._image = context_raw.decal_image;
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render_path_set_target(framebuffer);
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render_path_bind_target("buf", "tex");
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render_path_draw_shader("shader_datas/compositor_pass/compositor_pass");
}