`SpriteBase3D` Fix drawing AtlasTextures with vertical margins differently than in 2D
(cherry picked from commit 0a64c2eba5
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@ -102,11 +102,28 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture> p_texture, Rect2 p_dst_rect, R
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return;
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}
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// 2D: 3D plane (axes match exactly when `axis == Vector3::AXIS_Z`):
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// -X+ -X+
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// - +
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// Y +--------+ +--------+ +--------+ Y +--------+
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// + | +--+ | | | (2) | | - | 0--1 |
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// | |ab| | (1) | +--+ | (3) | 3--2 | | |ab| |
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// | |cd| | --> | |ab| | --> | |cd| | <==> | |cd| |
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// | +--+ | | |cd| | | |ab| | | 3--2 |
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// | | | +--+ | | 0--1 | | |
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// +--------+ +--------+ +--------+ +--------+
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// (1) Y-wise shift `final_rect` within `p_dst_rect` so after inverting Y
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// axis distances between top/bottom borders will be preserved (so for
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// example AtlasTextures with vertical margins will look the same in 2D/3D).
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final_rect.position.y = (p_dst_rect.position.y + p_dst_rect.size.y) - ((final_rect.position.y + final_rect.size.y) - p_dst_rect.position.y);
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Color color = _get_color_accum();
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color.a *= get_opacity();
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float pixel_size = get_pixel_size();
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// (2) Order vertices (0123) bottom-top in 2D / top-bottom in 3D.
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Vector2 vertices[4] = {
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(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
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(final_rect.position + final_rect.size) * pixel_size,
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@ -123,6 +140,7 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture> p_texture, Rect2 p_dst_rect, R
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src_tsize[1] = atlas_tex->get_atlas()->get_height();
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}
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// (3) Assign UVs (abcd) according to the vertices order (bottom-top in 2D / top-bottom in 3D).
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Vector2 uvs[4] = {
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final_src_rect.position / src_tsize,
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(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
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