Merge pull request #91724 from KoBeWi/regional_textures
Add support for AtlasTexture in `draw_polygon()`
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commit
62f134bd7e
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@ -34,6 +34,7 @@
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#include "scene/2d/canvas_group.h"
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#include "scene/main/canvas_layer.h"
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#include "scene/main/window.h"
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#include "scene/resources/atlas_texture.h"
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#include "scene/resources/canvas_item_material.h"
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#include "scene/resources/font.h"
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#include "scene/resources/multimesh.h"
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@ -850,18 +851,28 @@ void CanvasItem::draw_polygon(const Vector<Point2> &p_points, const Vector<Color
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ERR_THREAD_GUARD;
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ERR_DRAW_GUARD;
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RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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const Ref<AtlasTexture> atlas = p_texture;
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if (atlas.is_valid() && atlas->get_atlas().is_valid()) {
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const Ref<Texture2D> &texture = atlas->get_atlas();
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const Vector2 atlas_size = texture->get_size();
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RenderingServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, p_colors, p_uvs, rid);
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const Vector2 remap_min = atlas->get_region().position / atlas_size;
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const Vector2 remap_max = atlas->get_region().get_end() / atlas_size;
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PackedVector2Array uvs = p_uvs;
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for (Vector2 &p : uvs) {
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p.x = Math::remap(p.x, 0, 1, remap_min.x, remap_max.x);
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p.y = Math::remap(p.y, 0, 1, remap_min.y, remap_max.y);
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}
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RenderingServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, p_colors, uvs, texture->get_rid());
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} else {
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RID texture_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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RenderingServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, p_colors, p_uvs, texture_rid);
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}
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}
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void CanvasItem::draw_colored_polygon(const Vector<Point2> &p_points, const Color &p_color, const Vector<Point2> &p_uvs, Ref<Texture2D> p_texture) {
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ERR_THREAD_GUARD;
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ERR_DRAW_GUARD;
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Vector<Color> colors = { p_color };
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RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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RenderingServer::get_singleton()->canvas_item_add_polygon(canvas_item, p_points, colors, p_uvs, rid);
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draw_polygon(p_points, { p_color }, p_uvs, p_texture);
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}
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void CanvasItem::draw_mesh(const Ref<Mesh> &p_mesh, const Ref<Texture2D> &p_texture, const Transform2D &p_transform, const Color &p_modulate) {
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