Files
armorpaint/paint/sources/render/render_path_preview.c
T
2026-08-21 22:35:41 +02:00

137 lines
4.6 KiB
C

#include "../global.h"
void render_path_preview_init() {
{
render_target_t *t = render_target_create();
t->name = "texpreview";
t->width = 1;
t->height = 1;
t->format = "RGBA64";
render_path_create_render_target(t);
}
{
render_target_t *t = render_target_create();
t->name = "texpreview_icon";
t->width = 1;
t->height = 1;
t->format = "RGBA64";
render_path_create_render_target(t);
}
i32 size = math_floor(util_render_material_preview_size * 2.0);
if (size < util_render_decal_preview_size) {
size = util_render_decal_preview_size;
}
{
render_target_t *t = render_target_create();
t->name = "mmain";
t->width = size;
t->height = size;
t->format = "D32";
t->scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
{
render_target_t *t = render_target_create();
t->name = "mtex";
t->width = size;
t->height = size;
t->format = "RGBA64";
t->scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
{
render_target_t *t = render_target_create();
t->name = "mgbuffer0";
t->width = size;
t->height = size;
t->format = "RGBA64";
t->scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
{
render_target_t *t = render_target_create();
t->name = "mgbuffer1";
t->width = size;
t->height = size;
t->format = "RGBA64";
t->scale = render_path_base_get_super_sampling();
render_path_create_render_target(t);
}
}
void render_path_preview_commands_preview() {
render_path_set_target("mgbuffer0", NULL, "mmain", GPU_CLEAR_COLOR | GPU_CLEAR_DEPTH, 0xffffffff, 1.0);
string_array_t *additional = any_array_create_from_raw_tmp(
(void *[]){
"mgbuffer1",
},
1);
render_path_set_target("mgbuffer0", additional, "mmain", GPU_CLEAR_NONE, 0, 0.0);
render_path_draw_meshes("mesh");
// Deferred light
render_path_set_target("mtex", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
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("Scene/deferred_light/deferred_light");
render_path_set_target("mtex", NULL, "mmain", GPU_CLEAR_NONE, 0, 0.0);
render_path_draw_skydome("Scene/world_pass/world_pass");
char *framebuffer = "texpreview";
slot_material_t *selected_mat = g_context->material;
render_target_t *texpreview = any_map_get(render_path_render_targets, "texpreview");
render_target_t *texpreview_icon = any_map_get(render_path_render_targets, "texpreview_icon");
texpreview->_image = selected_mat->image;
texpreview_icon->_image = selected_mat->image_icon;
render_path_set_target(framebuffer, NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
render_path_bind_target("mtex", "tex");
render_path_draw_shader("Scene/compositor_pass/compositor_pass");
render_path_set_target("texpreview_icon", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
render_path_bind_target("texpreview", "tex");
render_path_draw_shader("Scene/supersample_resolve/supersample_resolveRGBA64");
}
void render_path_preview_commands_decal() {
render_path_set_target("mgbuffer0", NULL, "mmain", GPU_CLEAR_COLOR | GPU_CLEAR_DEPTH, 0xffffffff, 1.0);
string_array_t *additional = any_array_create_from_raw_tmp(
(void *[]){
"mgbuffer1",
},
1);
render_path_set_target("mgbuffer0", additional, "mmain", GPU_CLEAR_NONE, 0, 0.0);
render_path_draw_meshes("mesh");
// Deferred light
char *output = "mtex";
render_path_set_target(output, NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
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("Scene/deferred_light/deferred_light");
render_path_set_target(output, NULL, "mmain", GPU_CLEAR_NONE, 0, 0.0);
render_path_draw_skydome("Scene/world_pass/world_pass");
char *framebuffer = "texpreview";
render_target_t *texpreview = any_map_get(render_path_render_targets, "texpreview");
texpreview->_image = g_context->decal_image;
render_path_set_target(framebuffer, NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
render_path_bind_target(output, "tex");
render_path_draw_shader("Scene/compositor_pass/compositor_pass");
}