Fix Line2D tile mode for non-square textures
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71602c7491
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@ -252,12 +252,15 @@ void Line2D::_draw() {
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lb.sharp_limit = _sharp_limit;
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lb.width = _width;
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lb.build();
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RID texture_rid;
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if (_texture.is_valid())
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if (_texture.is_valid()) {
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texture_rid = (**_texture).get_rid();
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lb.tile_aspect = _texture->get_size().aspect();
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}
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lb.build();
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VS::get_singleton()->canvas_item_add_triangle_array(
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get_canvas_item(),
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lb.indices,
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@ -101,6 +101,7 @@ LineBuilder::LineBuilder() {
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round_precision = 8;
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begin_cap_mode = Line2D::LINE_CAP_NONE;
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end_cap_mode = Line2D::LINE_CAP_NONE;
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tile_aspect = 1.f;
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_interpolate_color = false;
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_last_index[0] = 0;
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@ -111,6 +112,7 @@ void LineBuilder::clear_output() {
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vertices.clear();
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colors.clear();
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indices.clear();
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uvs.clear();
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}
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void LineBuilder::build() {
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@ -121,6 +123,8 @@ void LineBuilder::build() {
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return;
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}
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ERR_FAIL_COND(tile_aspect <= 0.f);
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const float hw = width / 2.f;
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const float hw_sq = hw * hw;
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const float sharp_limit_sq = sharp_limit * sharp_limit;
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@ -164,7 +168,7 @@ void LineBuilder::build() {
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current_distance1 = current_distance0;
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} else if (begin_cap_mode == Line2D::LINE_CAP_ROUND) {
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if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
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uvx0 = 0.5f;
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uvx0 = 0.5f / tile_aspect;
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}
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new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, 1.f, 1.f));
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total_distance += width;
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@ -286,8 +290,8 @@ void LineBuilder::build() {
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color1 = gradient->get_color_at_offset(current_distance1 / total_distance);
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}
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if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
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uvx0 = current_distance0 / width;
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uvx1 = current_distance1 / width;
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uvx0 = current_distance0 / (width * tile_aspect);
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uvx1 = current_distance1 / (width * tile_aspect);
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}
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strip_add_quad(pos_up1, pos_down1, color1, uvx1);
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@ -373,7 +377,7 @@ void LineBuilder::build() {
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color1 = gradient->get_color(gradient->get_points_count() - 1);
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}
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if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
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uvx1 = current_distance1 / width;
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uvx1 = current_distance1 / (width * tile_aspect);
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}
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strip_add_quad(pos_up1, pos_down1, color1, uvx1);
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@ -50,6 +50,7 @@ public:
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Line2D::LineTextureMode texture_mode;
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float sharp_limit;
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int round_precision;
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float tile_aspect; // w/h
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// TODO offset_joints option (offers alternative implementation of round joints)
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// TODO Move in a struct and reference it
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