paint: improve meshes tab

This commit is contained in:
luboslenco
2026-06-09 15:33:08 +02:00
parent 11f16d4569
commit 579459379c
12 changed files with 274 additions and 152 deletions
+1 -1
View File
@@ -112,7 +112,7 @@ void make_material_parse_mesh_preview_material() {
material_context_t *mcon = GC_ALLOC_INIT(material_context_t, {.name = "mesh", .bind_textures = any_array_create_from_raw((void *[]){}, 0)});
material_t *sd = GC_ALLOC_INIT(material_t, {.name = "Material", .canvas = NULL});
node_shader_context_t *con = make_mesh_preview_run(sd, mcon);
node_shader_context_t *con = make_mesh_preview_run(sd, mcon, false);
for (i32 i = 0; i < m->contexts->length; ++i) {
if (string_equals(m->contexts->buffer[i]->name, "mesh")) {
+44 -10
View File
@@ -1,27 +1,32 @@
#include "../global.h"
node_shader_context_t *make_mesh_preview_run(material_t *data, material_context_t *matcon) {
char *context_id = "mesh";
shader_context_t *props = GC_ALLOC_INIT(shader_context_t, {.name = context_id,
.depth_write = true,
.compare_mode = "less",
.cull_mode = "clockwise",
.vertex_elements = any_array_create_from_raw(
node_shader_context_t *make_mesh_preview_run(material_t *data, material_context_t *matcon, bool viewport) {
char *context_id = "mesh";
shader_context_t *props = GC_ALLOC_INIT(shader_context_t, {.name = context_id,
.depth_write = true,
.compare_mode = "less",
.cull_mode = "clockwise",
.vertex_elements = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(vertex_element_t, {.name = "pos", .data = "short4norm"}),
GC_ALLOC_INIT(vertex_element_t, {.name = "nor", .data = "short2norm"}),
GC_ALLOC_INIT(vertex_element_t, {.name = "tex", .data = "short2norm"}),
},
3),
.color_attachments = any_array_create_from_raw(
.color_attachments = any_array_create_from_raw(
(void *[]){
"RGBA64",
"RGBA64",
},
2),
.depth_attachment = "D32"});
node_shader_context_t *con_mesh = node_shader_context_create(data, props);
.depth_attachment = "D32"});
if (viewport) {
string_array_push(props->color_attachments, "RGBA64");
}
node_shader_context_t *con_mesh = node_shader_context_create(data, props);
node_shader_t *kong = node_shader_context_make_kong(con_mesh);
@@ -124,6 +129,10 @@ node_shader_context_t *make_mesh_preview_run(material_t *data, material_context_
node_shader_write_frag(kong, "output[1] = float4(lerp3(float3(0.0, 0.0, 0.0), basecol, opacity), occlusion);");
}
if (viewport) {
node_shader_write_frag(kong, "output[2] = float4(0.0, 0.0, 0.0, 0.0);");
}
parser_material_finalize(con_mesh);
con_mesh->data->shader_from_source = true;
@@ -131,3 +140,28 @@ node_shader_context_t *make_mesh_preview_run(material_t *data, material_context_
&con_mesh->data->_->vertex_shader_size, &con_mesh->data->_->fragment_shader_size);
return con_mesh;
}
material_data_t *make_mesh_preview_viewport(slot_material_t *slot) {
slot_material_t *_material = g_context->material;
g_context->material = slot;
material_context_t *mcon = GC_ALLOC_INIT(material_context_t, {.name = "mesh", .bind_textures = any_array_create_from_raw((void *[]){}, 0)});
material_t *mm = GC_ALLOC_INIT(material_t, {.name = "Material", .canvas = NULL});
node_shader_context_t *con = make_mesh_preview_run(mm, mcon, true);
shader_context_load(con->data);
material_context_load(mcon);
shader_data_t *sd = GC_ALLOC_INIT(shader_data_t, {0});
sd->name = string("_material_%s", i32_to_string(slot->id));
sd->contexts = any_array_create_from_raw((void *[]){con->data}, 1);
material_data_t *md = GC_ALLOC_INIT(material_data_t, {0});
md->name = sd->name;
md->contexts = any_array_create_from_raw((void *[]){mcon}, 1);
md->_ = GC_ALLOC_INIT(material_data_runtime_t, {0});
md->_->shader = sd;
md->_->uid = 0;
g_context->material = _material;
return md;
}