paint: cleanup
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@@ -522,7 +522,7 @@ void base_init() {
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draw_font_init(g_font);
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}
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ui_nodes_enum_texts = base_combo_enum_texts;
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ui_nodes_enum_texts = base_combo_enum_texts;
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ui_nodes_enum_textures = base_combo_enum_textures;
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gc_root(ui_nodes_enum_texts);
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@@ -34,6 +34,4 @@ void *boolean_node_create(ui_node_t *raw, f32_array_t *args) {
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return n;
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}
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void boolean_node_init() {
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}
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void boolean_node_init() {}
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@@ -59,6 +59,4 @@ void *color_node_create(ui_node_t *raw, f32_array_t *args) {
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return n;
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}
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void color_node_init() {
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}
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void color_node_init() {}
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@@ -34,6 +34,4 @@ void *integer_node_create(ui_node_t *raw, f32_array_t *args) {
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return n;
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}
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void integer_node() {
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}
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void integer_node() {}
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@@ -16,6 +16,4 @@ void *null_node_create(ui_node_t *raw, f32_array_t *args) {
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return n;
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}
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void null_node_init() {
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}
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void null_node_init() {}
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@@ -34,6 +34,4 @@ void *string_node_create(ui_node_t *raw, f32_array_t *args) {
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return n;
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}
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void string_node_init() {
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}
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void string_node_init() {}
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@@ -205,8 +205,8 @@ void project_new(bool reset_layers) {
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g_context->picker_paint_mask = false;
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g_context->picker_viewport_mask = false;
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g_context->material = g_project->_->materials->buffer[0];
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ui_nodes_hwnd->redraws = 2;
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g_context->material = g_project->_->materials->buffer[0];
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ui_nodes_hwnd->redraws = 2;
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gc_unroot(ui_nodes_group_stack);
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ui_nodes_group_stack = any_array_create_from_raw((void *[]){}, 0);
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gc_root(ui_nodes_group_stack);
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@@ -113,7 +113,7 @@ node_shader_context_t *make_mesh_run(material_t *data, i32 layer_pass) {
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node_shader_add_constant(kong, "VP: float4x4", "_view_proj_matrix");
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kong->frag_wposition = true;
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i32 texture_count = 0;
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i32 texture_count = 0;
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node_shader_write_vert(kong, "output.pos = constants.VP * float4(output.wposition.xyz, 1.0);");
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node_shader_write_vert(kong, "output.tex_coord = input.tex;");
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@@ -61,7 +61,8 @@ void render_path_base_begin() {
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}
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// Match projection matrix jitter
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bool skip_taa = g_context->split_view || (g_context->viewport_mode == VIEWPORT_MODE_PATH_TRACE && g_context->tool != TOOL_TYPE_COLORID) || g_context->camera_type == CAMERA_TYPE_ORTHOGRAPHIC ||
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bool skip_taa = g_context->split_view || (g_context->viewport_mode == VIEWPORT_MODE_PATH_TRACE && g_context->tool != TOOL_TYPE_COLORID) ||
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g_context->camera_type == CAMERA_TYPE_ORTHOGRAPHIC ||
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((g_context->tool == TOOL_TYPE_CLONE || g_context->tool == TOOL_TYPE_BLUR) && g_context->pdirty > 0);
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if (skip_taa || g_config->brush_live) {
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@@ -146,7 +147,7 @@ void render_path_base_draw_split(void (*draw_commands)(void)) {
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bool use_live_layer = g_context->tool == TOOL_TYPE_MATERIAL;
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bool path_trace = g_context->viewport_mode == VIEWPORT_MODE_PATH_TRACE && g_context->tool != TOOL_TYPE_COLORID;
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path_trace ? render_path_raytrace_draw(use_live_layer) : draw_commands();
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path_trace ? render_path_raytrace_draw(use_live_layer) : draw_commands();
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g_context->view_index = g_context->view_index == 0 ? 1 : 0;
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transform_set_matrix(cam->base->transform, camera_views[g_context->view_index]);
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@@ -51,9 +51,9 @@ void render_path_raytrace_commands(bool use_live_layer) {
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bool is_live = g_config->brush_live && render_path_paint_live_layer_drawn > 0 && render_path_paint_live_layer != NULL;
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if (g_context->pdirty > 0 || g_context->rtdirty > 0 || is_live) {
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slot_layer_t *layer = g_context->layer;
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gpu_texture_t *_texpaint = layer->texpaint;
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gpu_texture_t *_texpaint_nor = layer->texpaint_nor;
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gpu_texture_t *_texpaint_pack = layer->texpaint_pack;
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gpu_texture_t *_texpaint = layer->texpaint;
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gpu_texture_t *_texpaint_nor = layer->texpaint_nor;
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gpu_texture_t *_texpaint_pack = layer->texpaint_pack;
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if (is_live) {
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layer->texpaint = render_path_paint_live_layer->texpaint;
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if (slot_layer_is_layer(layer)) {
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@@ -443,11 +443,11 @@ void ui_header_draw_tool_properties() {
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if (g_context->tool == TOOL_TYPE_BRUSH && g_config->workflow == WORKFLOW_SCULPT) {
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ui_handle_t *sculpt_handle = ui_handle(__ID__);
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string_array_t *mode_combo = any_array_create_from_raw(
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(void *[]){
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tr("Draw"),
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tr("Grab"),
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},
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2);
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(void *[]){
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tr("Draw"),
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tr("Grab"),
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},
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2);
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g_context->brush_sculpt = ui_combo(sculpt_handle, mode_combo, tr("Mode"), false, UI_ALIGN_LEFT, true);
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if (sculpt_handle->changed) {
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make_material_parse_paint_material(true);
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