Merge pull request #66064 from kleonc/sprite3d-fix-drawing-with-vertical-margins
`Sprite3D`/`AnimatedSprite3D` Fix drawing `AtlasTexture`s with vertical margins differently than in 2D
This commit is contained in:
commit
c44e1c4e31
2 changed files with 186 additions and 317 deletions
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@ -87,6 +87,182 @@ void SpriteBase3D::_notification(int p_what) {
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}
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}
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void SpriteBase3D::draw_texture_rect(Ref<Texture2D> 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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real_t 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 and UV is compressed.
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uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
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uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
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uint32_t v_normal;
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{
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Vector3 n = normal * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
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Vector2 res = n.octahedron_encode();
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uint32_t value = 0;
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value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
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value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
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v_normal = value;
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}
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uint32_t v_tangent;
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{
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Plane t = tangent;
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Vector2 res = t.normal.octahedron_tangent_encode(t.d);
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uint32_t value = 0;
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value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
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value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
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v_tangent = value;
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}
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uint8_t v_color[4] = {
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uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
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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] = { (float)uvs[i].x, (float)uvs[i].y };
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memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_TEX_UV]], v_uv, 8);
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float v_vertex[3] = { (float)vtx.x, (float)vtx.y, (float)vtx.z };
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memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
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memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
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memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4);
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}
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RID mesh = get_mesh();
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RS::get_singleton()->mesh_surface_update_vertex_region(mesh, 0, 0, vertex_buffer);
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RS::get_singleton()->mesh_surface_update_attribute_region(mesh, 0, 0, attribute_buffer);
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RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
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set_aabb(aabb);
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RID shader_rid;
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StandardMaterial3D::get_material_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() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, false, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), get_texture_filter(), &shader_rid);
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if (last_shader != shader_rid) {
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RS::get_singleton()->material_set_shader(get_material(), shader_rid);
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last_shader = shader_rid;
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}
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if (last_texture != p_texture->get_rid()) {
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RS::get_singleton()->material_set_param(get_material(), "texture_albedo", p_texture->get_rid());
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last_texture = p_texture->get_rid();
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}
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if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
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RS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
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RS::get_singleton()->mesh_surface_set_material(mesh, 0, get_material());
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}
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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_redraw();
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@ -464,171 +640,17 @@ void Sprite3D::_draw() {
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}
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Size2 frame_size = base_rect.size / Size2(hframes, vframes);
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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 frame_offset = Point2(frame % hframes, frame / hframes) * 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 / 2.0f;
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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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real_t 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 and UV is compressed.
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uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
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uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
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uint32_t v_normal;
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{
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Vector3 n = normal * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
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Vector2 res = n.octahedron_encode();
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uint32_t value = 0;
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value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
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value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
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v_normal = value;
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}
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uint32_t v_tangent;
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{
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Plane t = tangent;
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Vector2 res = t.normal.octahedron_tangent_encode(t.d);
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uint32_t value = 0;
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value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
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value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
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v_tangent = value;
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}
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uint8_t v_color[4] = {
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uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
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uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
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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] = { (float)uvs[i].x, (float)uvs[i].y };
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memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_TEX_UV]], v_uv, 8);
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float v_vertex[3] = { (float)vtx.x, (float)vtx.y, (float)vtx.z };
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memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
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memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
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memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4);
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}
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RID mesh = get_mesh();
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RS::get_singleton()->mesh_surface_update_vertex_region(mesh, 0, 0, vertex_buffer);
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RS::get_singleton()->mesh_surface_update_attribute_region(mesh, 0, 0, attribute_buffer);
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RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
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set_aabb(aabb);
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RID shader_rid;
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StandardMaterial3D::get_material_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() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, false, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), get_texture_filter(), &shader_rid);
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if (last_shader != shader_rid) {
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RS::get_singleton()->material_set_shader(get_material(), shader_rid);
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last_shader = shader_rid;
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}
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if (last_texture != texture->get_rid()) {
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RS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
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last_texture = texture->get_rid();
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}
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if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
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RS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
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RS::get_singleton()->mesh_surface_set_material(mesh, 0, get_material());
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}
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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<Texture2D> &p_texture) {
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@ -831,158 +853,7 @@ 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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real_t 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();
|
||||
src_tsize[1] = atlas_tex->get_atlas()->get_height();
|
||||
}
|
||||
|
||||
Vector2 uvs[4] = {
|
||||
final_src_rect.position / src_tsize,
|
||||
(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
|
||||
(final_src_rect.position + final_src_rect.size) / src_tsize,
|
||||
(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
|
||||
};
|
||||
|
||||
if (is_flipped_h()) {
|
||||
SWAP(uvs[0], uvs[1]);
|
||||
SWAP(uvs[2], uvs[3]);
|
||||
}
|
||||
if (is_flipped_v()) {
|
||||
SWAP(uvs[0], uvs[3]);
|
||||
SWAP(uvs[1], uvs[2]);
|
||||
}
|
||||
|
||||
Vector3 normal;
|
||||
int axis = get_axis();
|
||||
normal[axis] = 1.0;
|
||||
|
||||
Plane tangent;
|
||||
if (axis == Vector3::AXIS_X) {
|
||||
tangent = Plane(0, 0, -1, -1);
|
||||
} else {
|
||||
tangent = Plane(1, 0, 0, -1);
|
||||
}
|
||||
|
||||
int x_axis = ((axis + 1) % 3);
|
||||
int y_axis = ((axis + 2) % 3);
|
||||
|
||||
if (axis != Vector3::AXIS_Z) {
|
||||
SWAP(x_axis, y_axis);
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
|
||||
//SWAP(vertices[i].x,vertices[i].y);
|
||||
if (axis == Vector3::AXIS_Y) {
|
||||
vertices[i].y = -vertices[i].y;
|
||||
} else if (axis == Vector3::AXIS_X) {
|
||||
vertices[i].x = -vertices[i].x;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
AABB aabb;
|
||||
|
||||
// Everything except position and UV is compressed.
|
||||
uint8_t *vertex_write_buffer = vertex_buffer.ptrw();
|
||||
uint8_t *attribute_write_buffer = attribute_buffer.ptrw();
|
||||
|
||||
uint32_t v_normal;
|
||||
{
|
||||
Vector3 n = normal * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
|
||||
|
||||
Vector2 res = n.octahedron_encode();
|
||||
uint32_t value = 0;
|
||||
value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
|
||||
value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
|
||||
|
||||
v_normal = value;
|
||||
}
|
||||
uint32_t v_tangent;
|
||||
{
|
||||
Plane t = tangent;
|
||||
Vector2 res = t.normal.octahedron_tangent_encode(t.d);
|
||||
uint32_t value = 0;
|
||||
value |= (uint16_t)CLAMP(res.x * 65535, 0, 65535);
|
||||
value |= (uint16_t)CLAMP(res.y * 65535, 0, 65535) << 16;
|
||||
v_tangent = value;
|
||||
}
|
||||
|
||||
uint8_t v_color[4] = {
|
||||
uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
|
||||
uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
|
||||
uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
|
||||
uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
|
||||
};
|
||||
|
||||
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] = { (float)uvs[i].x, (float)uvs[i].y };
|
||||
memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_TEX_UV]], v_uv, 8);
|
||||
|
||||
float v_vertex[3] = { (float)vtx.x, (float)vtx.y, (float)vtx.z };
|
||||
memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
|
||||
memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
|
||||
memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
|
||||
memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4);
|
||||
}
|
||||
|
||||
RID mesh = get_mesh();
|
||||
RS::get_singleton()->mesh_surface_update_vertex_region(mesh, 0, 0, vertex_buffer);
|
||||
RS::get_singleton()->mesh_surface_update_attribute_region(mesh, 0, 0, attribute_buffer);
|
||||
|
||||
RS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
|
||||
set_aabb(aabb);
|
||||
|
||||
RID shader_rid;
|
||||
StandardMaterial3D::get_material_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() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, false, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), get_texture_filter(), &shader_rid);
|
||||
if (last_shader != shader_rid) {
|
||||
RS::get_singleton()->material_set_shader(get_material(), shader_rid);
|
||||
last_shader = shader_rid;
|
||||
}
|
||||
if (last_texture != texture->get_rid()) {
|
||||
RS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
|
||||
last_texture = texture->get_rid();
|
||||
}
|
||||
if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
|
||||
RS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
|
||||
RS::get_singleton()->mesh_surface_set_material(mesh, 0, get_material());
|
||||
}
|
||||
draw_texture_rect(texture, dst_rect, src_rect);
|
||||
}
|
||||
|
||||
void AnimatedSprite3D::_validate_property(PropertyInfo &p_property) const {
|
||||
|
|
|
@ -80,6 +80,9 @@ private:
|
|||
RID mesh;
|
||||
RID material;
|
||||
|
||||
RID last_shader;
|
||||
RID last_texture;
|
||||
|
||||
bool flags[FLAG_MAX] = {};
|
||||
AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED;
|
||||
StandardMaterial3D::BillboardMode billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED;
|
||||
|
@ -94,6 +97,7 @@ protected:
|
|||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
virtual void _draw() = 0;
|
||||
void draw_texture_rect(Ref<Texture2D> 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; }
|
||||
|
@ -167,9 +171,6 @@ class Sprite3D : public SpriteBase3D {
|
|||
int vframes = 1;
|
||||
int hframes = 1;
|
||||
|
||||
RID last_shader;
|
||||
RID last_texture;
|
||||
|
||||
protected:
|
||||
virtual void _draw() override;
|
||||
static void _bind_methods();
|
||||
|
@ -225,9 +226,6 @@ class AnimatedSprite3D : public SpriteBase3D {
|
|||
double _get_frame_duration();
|
||||
void _reset_timeout();
|
||||
|
||||
RID last_shader;
|
||||
RID last_texture;
|
||||
|
||||
protected:
|
||||
virtual void _draw() override;
|
||||
static void _bind_methods();
|
||||
|
|
Loading…
Reference in a new issue