1
0
mirror of https://github.com/godotengine/godot.git synced 2025-12-04 17:04:49 +00:00

Improve the cubemap preview

This commit is contained in:
BlueCube3310
2025-06-25 15:05:30 +02:00
parent 149a4b4ca1
commit cd61d6f748
2 changed files with 27 additions and 4 deletions

View File

@@ -145,13 +145,31 @@ constexpr const char *cubemap_array_shader = R"(
void TextureLayeredEditor::gui_input(const Ref<InputEvent> &p_event) {
ERR_FAIL_COND(p_event.is_null());
if (!use_rotation) {
return;
}
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && (mm->get_button_mask().has_flag(MouseButtonMask::LEFT))) {
y_rot += -mm->get_relative().x * 0.01;
x_rot += -mm->get_relative().y * 0.01;
if (mm.is_valid() && mm->get_button_mask().has_flag(MouseButtonMask::RIGHT)) {
if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_VISIBLE) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_CAPTURED);
}
y_rot += mm->get_relative().x * 0.01;
x_rot = CLAMP(x_rot - mm->get_relative().y * 0.01, -Math::PI * 0.5f, Math::PI * 0.5f);
_update_material(false);
}
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->get_button_index() == MouseButton::RIGHT) {
if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_CAPTURED) {
Input::get_singleton()->set_mouse_mode(Input::MOUSE_MODE_VISIBLE);
Input::get_singleton()->warp_mouse(original_mouse_pos);
} else if (Input::get_singleton()->get_mouse_mode() == Input::MOUSE_MODE_VISIBLE) {
original_mouse_pos = mb->get_global_position();
}
}
}
void TextureLayeredEditor::_texture_rect_draw() {
@@ -270,7 +288,7 @@ void TextureLayeredEditor::_update_material(bool p_texture_changed) {
materials[0]->set_shader_parameter("layer", layer->get_value());
materials[2]->set_shader_parameter("layer", layer->get_value());
Vector3 v(1, 1, 1);
Vector3 v(-1, -1, -1);
v.normalize();
Basis b;
@@ -283,6 +301,9 @@ void TextureLayeredEditor::_update_material(bool p_texture_changed) {
materials[2]->set_shader_parameter("rot", b);
if (p_texture_changed) {
const TextureLayered::LayeredType type = texture->get_layered_type();
use_rotation = type == TextureLayered::LAYERED_TYPE_CUBEMAP || type == TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY;
materials[texture->get_layered_type()]->set_shader_parameter("tex", texture->get_rid());
}