Use depth for 3d cursor normal

This commit is contained in:
luboslenco
2020-02-04 17:26:07 +01:00
parent 1673821cde
commit 8ad0d8bc95
5 changed files with 49 additions and 51 deletions
+2 -4
View File
@@ -39,11 +39,10 @@ class Layers {
public static var cursorVP: ConstantLocation;
public static var cursorInvVP: ConstantLocation;
public static var cursorMouse: ConstantLocation;
public static var cursorStep: ConstantLocation;
public static var cursorTexStep: ConstantLocation;
public static var cursorRadius: ConstantLocation;
public static var cursorTex: TextureUnit;
public static var cursorGbufferD: TextureUnit;
public static var cursorGbuffer0: TextureUnit;
public static inline var defaultBase = 0.5;
public static inline var defaultRough = 0.4;
@@ -167,10 +166,9 @@ class Layers {
cursorVP = pipeCursor.getConstantLocation("VP");
cursorInvVP = pipeCursor.getConstantLocation("invVP");
cursorMouse = pipeCursor.getConstantLocation("mouse");
cursorStep = pipeCursor.getConstantLocation("step");
cursorTexStep = pipeCursor.getConstantLocation("texStep");
cursorRadius = pipeCursor.getConstantLocation("radius");
cursorGbufferD = pipeCursor.getTextureUnit("gbufferD");
cursorGbuffer0 = pipeCursor.getTextureUnit("gbuffer0");
cursorTex = pipeCursor.getTextureUnit("tex");
}
+1 -2
View File
@@ -268,7 +268,6 @@ class RenderPathPaint {
g.setTexture(Layers.cursorTex, img);
var gbuffer0 = path.renderTargets.get("gbuffer0").image;
g.setTextureDepth(Layers.cursorGbufferD, gbuffer0);
g.setTexture(Layers.cursorGbuffer0, gbuffer0);
var mx = Input.getMouse().viewX / iron.App.w();
var my = 1.0 - (Input.getMouse().viewY / iron.App.h());
if (UITrait.inst.brushLocked) {
@@ -276,7 +275,7 @@ class RenderPathPaint {
my = 1.0 - (UITrait.inst.lockStartedY - iron.App.y()) / iron.App.h();
}
g.setFloat2(Layers.cursorMouse, mx, my);
g.setFloat2(Layers.cursorStep, 2 / gbuffer0.width, 2 / gbuffer0.height);
g.setFloat2(Layers.cursorTexStep, 1 / gbuffer0.width, 1 / gbuffer0.height);
g.setFloat(Layers.cursorRadius, UITrait.inst.brushRadius / 3.4);
g.setMatrix(Layers.cursorVP, Scene.active.camera.VP.self);
var helpMat = iron.math.Mat4.identity();