`SpriteBase3D` Fix drawing AtlasTextures with vertical margins differently than in 2D

(cherry picked from commit 0a64c2eba5)
This commit is contained in:
kleonc 2022-09-18 20:27:22 +02:00 committed by Haoyu Qiu
parent a9e897d2c3
commit 7d2701c08b
1 changed files with 18 additions and 0 deletions

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