Make brush angle dynamic

This commit is contained in:
luboslenco
2020-03-25 17:04:38 +01:00
parent eaec716443
commit 6b2b941859
3 changed files with 13 additions and 6 deletions
+2 -2
View File
@@ -251,8 +251,8 @@ class MakePaint {
}
var angle = UISidebar.inst.brushAngle + UISidebar.inst.brushNodesAngle;
if (angle != 0.0) {
var a = angle * (Math.PI / 180);
frag.write('pa_mask.xy = vec2(pa_mask.x * ${Math.cos(a)} - pa_mask.y * ${Math.sin(a)}, pa_mask.x * ${Math.sin(a)} + pa_mask.y * ${Math.cos(a)});');
frag.add_uniform('vec2 brushAngle', '_brushAngle');
frag.write('pa_mask.xy = vec2(pa_mask.x * brushAngle.x - pa_mask.y * brushAngle.y, pa_mask.x * brushAngle.y + pa_mask.y * brushAngle.x);');
}
frag.write('pa_mask /= brushRadius;');
if (UISidebar.inst.brush3d) {
+4 -4
View File
@@ -29,8 +29,8 @@ class MakeTexcoord {
var angle = UISidebar.inst.brushAngle + UISidebar.inst.brushNodesAngle;
var uvAngle = Context.layer.material_mask != null ? Context.layer.angle : angle;
if (uvAngle != 0.0) {
var a = uvAngle * (Math.PI / 180);
frag.write_attrib('uvsp = vec2(uvsp.x * ${Math.cos(a)} - uvsp.y * ${Math.sin(a)}, uvsp.x * ${Math.sin(a)} + uvsp.y * ${Math.cos(a)});');
frag.add_uniform('vec2 brushAngle', '_brushAngle');
frag.write_attrib('uvsp = vec2(uvsp.x * brushAngle.x - uvsp.y * brushAngle.y, uvsp.x * brushAngle.y + uvsp.y * brushAngle.x);');
}
frag.add_uniform('float brushScaleX', '_brushScaleX');
@@ -54,8 +54,8 @@ class MakeTexcoord {
var angle = UISidebar.inst.brushAngle + UISidebar.inst.brushNodesAngle;
var uvAngle = Context.layer.material_mask != null ? Context.layer.angle : angle;
if (uvAngle > 0.0) {
var a = uvAngle * (Math.PI / 180);
vert.write('texCoord = vec2(texCoord.x * ${Math.cos(a)} - texCoord.y * ${Math.sin(a)}, texCoord.x * ${Math.sin(a)} + texCoord.y * ${Math.cos(a)});');
vert.add_uniform('vec2 brushAngle', '_brushAngle');
vert.write('texCoord = vec2(texCoord.x * brushAngle.x - texCoord.y * brushAngle.y, texCoord.x * brushAngle.y + texCoord.y * brushAngle.x);');
}
}
else { // Triplanar