Merge pull request #66063 from kleonc/sprite3d-fix-drawing-with-vertical-margins-3x
[3.x] `Sprite3D`/`AnimatedSprite3D` Fix drawing `AtlasTexture`s with vertical margins differently than in 2D
This commit is contained in:
commit
edc196f926
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@ -89,6 +89,157 @@ void SpriteBase3D::_notification(int p_what) {
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}
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}
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void SpriteBase3D::draw_texture_rect(Ref<Texture> p_texture, Rect2 p_dst_rect, Rect2 p_src_rect) {
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ERR_FAIL_COND(p_texture.is_null());
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Rect2 final_rect;
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Rect2 final_src_rect;
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if (!p_texture->get_rect_region(p_dst_rect, p_src_rect, final_rect, final_src_rect)) {
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return;
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}
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if (final_rect.size.x == 0 || final_rect.size.y == 0) {
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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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(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
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final_rect.position * pixel_size,
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};
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Vector2 src_tsize = p_texture->get_size();
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// Properly setup UVs for impostor textures (AtlasTexture).
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Ref<AtlasTexture> atlas_tex = p_texture;
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if (atlas_tex != nullptr) {
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src_tsize[0] = atlas_tex->get_atlas()->get_width();
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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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(final_src_rect.position + final_src_rect.size) / src_tsize,
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(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
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};
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if (is_flipped_h()) {
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SWAP(uvs[0], uvs[1]);
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SWAP(uvs[2], uvs[3]);
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}
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if (is_flipped_v()) {
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SWAP(uvs[0], uvs[3]);
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SWAP(uvs[1], uvs[2]);
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}
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Vector3 normal;
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int axis = get_axis();
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normal[axis] = 1.0;
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Plane tangent;
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if (axis == Vector3::AXIS_X) {
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tangent = Plane(0, 0, -1, -1);
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} else {
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tangent = Plane(1, 0, 0, -1);
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}
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int x_axis = ((axis + 1) % 3);
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int y_axis = ((axis + 2) % 3);
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if (axis != Vector3::AXIS_Z) {
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SWAP(x_axis, y_axis);
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for (int i = 0; i < 4; i++) {
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//uvs[i] = Vector2(1.0,1.0)-uvs[i];
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//SWAP(vertices[i].x,vertices[i].y);
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if (axis == Vector3::AXIS_Y) {
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vertices[i].y = -vertices[i].y;
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} else if (axis == Vector3::AXIS_X) {
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vertices[i].x = -vertices[i].x;
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}
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}
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}
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AABB aabb;
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// Everything except position, color, and UV is compressed
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PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
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Vector2 normal_oct = VisualServer::get_singleton()->norm_to_oct(normal);
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int8_t v_normal[2] = {
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(int8_t)CLAMP(normal_oct.x * 127, -128, 127),
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(int8_t)CLAMP(normal_oct.y * 127, -128, 127),
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};
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Vector2 tangent_oct = VisualServer::get_singleton()->tangent_to_oct(tangent.normal, tangent.d, false);
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int8_t v_tangent[2] = {
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(int8_t)CLAMP(tangent_oct.x * 127, -128, 127),
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(int8_t)CLAMP(tangent_oct.y * 127, -128, 127),
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};
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for (int i = 0; i < 4; i++) {
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Vector3 vtx;
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vtx[x_axis] = vertices[i][0];
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vtx[y_axis] = vertices[i][1];
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if (i == 0) {
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aabb.position = vtx;
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aabb.size = Vector3();
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} else {
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aabb.expand_to(vtx);
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}
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float v_uv[2] = { uvs[i].x, uvs[i].y };
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TEX_UV] + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
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float v_vertex[3] = { vtx.x, vtx.y, vtx.z };
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_VERTEX] + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_NORMAL] + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 2);
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TANGENT] + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 2);
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_COLOR] + mesh_surface_offsets[VS::ARRAY_COLOR]], color.components, 4 * 4);
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}
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write_buffer.release();
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RID mesh = get_mesh();
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VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
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VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
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set_aabb(aabb);
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RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE));
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VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
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VS::get_singleton()->material_set_param(get_material(), "texture_albedo", p_texture->get_rid());
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if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
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VS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
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}
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VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
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}
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void SpriteBase3D::set_centered(bool p_center) {
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centered = p_center;
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_queue_update();
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@ -469,143 +620,15 @@ void Sprite3D::_draw() {
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Point2 frame_offset = Point2(frame % hframes, frame / hframes);
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frame_offset *= frame_size;
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Point2 dest_offset = get_offset();
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Point2 dst_offset = get_offset();
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if (is_centered()) {
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dest_offset -= frame_size / 2;
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dst_offset -= frame_size / 2;
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}
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Rect2 src_rect(base_rect.position + frame_offset, frame_size);
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Rect2 final_dst_rect(dest_offset, frame_size);
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Rect2 final_rect;
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Rect2 final_src_rect;
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if (!texture->get_rect_region(final_dst_rect, src_rect, final_rect, final_src_rect)) {
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return;
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}
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Rect2 dst_rect(dst_offset, frame_size);
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if (final_rect.size.x == 0 || final_rect.size.y == 0) {
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return;
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}
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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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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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(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
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final_rect.position * pixel_size,
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};
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Vector2 src_tsize = tsize;
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// Properly setup UVs for impostor textures (AtlasTexture).
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Ref<AtlasTexture> atlas_tex = texture;
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if (atlas_tex != nullptr) {
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src_tsize[0] = atlas_tex->get_atlas()->get_width();
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src_tsize[1] = atlas_tex->get_atlas()->get_height();
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}
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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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(final_src_rect.position + final_src_rect.size) / src_tsize,
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(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
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};
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if (is_flipped_h()) {
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SWAP(uvs[0], uvs[1]);
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SWAP(uvs[2], uvs[3]);
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}
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if (is_flipped_v()) {
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SWAP(uvs[0], uvs[3]);
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SWAP(uvs[1], uvs[2]);
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}
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Vector3 normal;
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int axis = get_axis();
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normal[axis] = 1.0;
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Plane tangent;
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if (axis == Vector3::AXIS_X) {
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tangent = Plane(0, 0, -1, 1);
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} else {
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tangent = Plane(1, 0, 0, 1);
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}
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int x_axis = ((axis + 1) % 3);
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int y_axis = ((axis + 2) % 3);
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if (axis != Vector3::AXIS_Z) {
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SWAP(x_axis, y_axis);
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for (int i = 0; i < 4; i++) {
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//uvs[i] = Vector2(1.0,1.0)-uvs[i];
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//SWAP(vertices[i].x,vertices[i].y);
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if (axis == Vector3::AXIS_Y) {
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vertices[i].y = -vertices[i].y;
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} else if (axis == Vector3::AXIS_X) {
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vertices[i].x = -vertices[i].x;
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}
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}
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}
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AABB aabb;
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// Everything except position, color, and UV is compressed
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PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
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Vector2 normal_oct = VisualServer::get_singleton()->norm_to_oct(normal);
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int8_t v_normal[2] = {
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(int8_t)CLAMP(normal_oct.x * 127, -128, 127),
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(int8_t)CLAMP(normal_oct.y * 127, -128, 127),
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};
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Vector2 tangent_oct = VisualServer::get_singleton()->tangent_to_oct(tangent.normal, tangent.d, false);
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int8_t v_tangent[2] = {
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(int8_t)CLAMP(tangent_oct.x * 127, -128, 127),
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(int8_t)CLAMP(tangent_oct.y * 127, -128, 127),
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};
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for (int i = 0; i < 4; i++) {
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Vector3 vtx;
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vtx[x_axis] = vertices[i][0];
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vtx[y_axis] = vertices[i][1];
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if (i == 0) {
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aabb.position = vtx;
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aabb.size = Vector3();
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} else {
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aabb.expand_to(vtx);
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}
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float v_uv[2] = { uvs[i].x, uvs[i].y };
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TEX_UV] + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
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float v_vertex[3] = { vtx.x, vtx.y, vtx.z };
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_VERTEX] + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_NORMAL] + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 2);
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TANGENT] + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 2);
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memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_COLOR] + mesh_surface_offsets[VS::ARRAY_COLOR]], color.components, 4 * 4);
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}
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write_buffer.release();
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RID mesh = get_mesh();
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VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
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VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
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set_aabb(aabb);
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RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE));
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VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
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VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
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if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
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VS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
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}
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VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
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draw_texture_rect(texture, dst_rect, src_rect);
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}
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void Sprite3D::set_texture(const Ref<Texture> &p_texture) {
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@ -822,136 +845,7 @@ void AnimatedSprite3D::_draw() {
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Rect2 dst_rect(ofs, tsize);
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Rect2 final_rect;
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Rect2 final_src_rect;
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if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect)) {
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return;
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}
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if (final_rect.size.x == 0 || final_rect.size.y == 0) {
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return;
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}
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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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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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(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
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final_rect.position * pixel_size,
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};
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Vector2 src_tsize = tsize;
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// Properly setup UVs for impostor textures (AtlasTexture).
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Ref<AtlasTexture> atlas_tex = texture;
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if (atlas_tex != nullptr) {
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src_tsize[0] = atlas_tex->get_atlas()->get_width();
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src_tsize[1] = atlas_tex->get_atlas()->get_height();
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}
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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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(final_src_rect.position + final_src_rect.size) / src_tsize,
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(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
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};
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if (is_flipped_h()) {
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SWAP(uvs[0], uvs[1]);
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SWAP(uvs[2], uvs[3]);
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}
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if (is_flipped_v()) {
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SWAP(uvs[0], uvs[3]);
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SWAP(uvs[1], uvs[2]);
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}
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Vector3 normal;
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int axis = get_axis();
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normal[axis] = 1.0;
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Plane tangent;
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if (axis == Vector3::AXIS_X) {
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tangent = Plane(0, 0, -1, -1);
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} else {
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tangent = Plane(1, 0, 0, -1);
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}
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int x_axis = ((axis + 1) % 3);
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int y_axis = ((axis + 2) % 3);
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if (axis != Vector3::AXIS_Z) {
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SWAP(x_axis, y_axis);
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for (int i = 0; i < 4; i++) {
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//uvs[i] = Vector2(1.0,1.0)-uvs[i];
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//SWAP(vertices[i].x,vertices[i].y);
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if (axis == Vector3::AXIS_Y) {
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vertices[i].y = -vertices[i].y;
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} else if (axis == Vector3::AXIS_X) {
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vertices[i].x = -vertices[i].x;
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}
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}
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}
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AABB aabb;
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// Everything except position, color, and UV is compressed
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PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
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Vector2 normal_oct = VisualServer::get_singleton()->norm_to_oct(normal);
|
||||
int8_t v_normal[2] = {
|
||||
(int8_t)CLAMP(normal_oct.x * 127, -128, 127),
|
||||
(int8_t)CLAMP(normal_oct.y * 127, -128, 127),
|
||||
};
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||||
|
||||
Vector2 tangent_oct = VisualServer::get_singleton()->tangent_to_oct(tangent.normal, tangent.d, false);
|
||||
int8_t v_tangent[2] = {
|
||||
(int8_t)CLAMP(tangent_oct.x * 127, -128, 127),
|
||||
(int8_t)CLAMP(tangent_oct.y * 127, -128, 127),
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
Vector3 vtx;
|
||||
vtx[x_axis] = vertices[i][0];
|
||||
vtx[y_axis] = vertices[i][1];
|
||||
if (i == 0) {
|
||||
aabb.position = vtx;
|
||||
aabb.size = Vector3();
|
||||
} else {
|
||||
aabb.expand_to(vtx);
|
||||
}
|
||||
|
||||
float v_uv[2] = { uvs[i].x, uvs[i].y };
|
||||
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TEX_UV] + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
|
||||
|
||||
float v_vertex[3] = { vtx.x, vtx.y, vtx.z };
|
||||
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_VERTEX] + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
|
||||
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_NORMAL] + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 2);
|
||||
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_TANGENT] + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 2);
|
||||
memcpy(&write_buffer[i * mesh_stride[VS::ARRAY_COLOR] + mesh_surface_offsets[VS::ARRAY_COLOR]], color.components, 4 * 4);
|
||||
}
|
||||
|
||||
write_buffer.release();
|
||||
|
||||
RID mesh = get_mesh();
|
||||
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
|
||||
|
||||
VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
|
||||
set_aabb(aabb);
|
||||
|
||||
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE));
|
||||
VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
|
||||
VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
|
||||
if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
|
||||
VS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
|
||||
}
|
||||
VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
|
||||
draw_texture_rect(texture, dst_rect, src_rect);
|
||||
}
|
||||
|
||||
void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
|
||||
|
|
|
@ -94,6 +94,7 @@ protected:
|
|||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
virtual void _draw() = 0;
|
||||
void draw_texture_rect(Ref<Texture> p_texture, Rect2 p_dst_rect, Rect2 p_src_rect);
|
||||
_FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
|
||||
_FORCE_INLINE_ RID &get_mesh() { return mesh; }
|
||||
_FORCE_INLINE_ RID &get_material() { return material; }
|
||||
|
|
Loading…
Reference in New Issue