Merge pull request #98122 from cadence-s/fix-sprite3d-bleed

Fix Sprite3D texture bleed when not wrapping
This commit is contained in:
Rémi Verschelde 2025-12-02 14:15:23 +01:00
commit 44bc2da147
No known key found for this signature in database
GPG key ID: C3336907360768E1
4 changed files with 8 additions and 4 deletions

View file

@ -393,7 +393,7 @@ void Label3D::_generate_glyph_surfaces(const Glyph &p_glyph, Vector2 &r_offset,
}
RID shader_rid;
StandardMaterial3D::get_material_for_2d(get_draw_flag(FLAG_SHADED), mat_transparency, get_draw_flag(FLAG_DOUBLE_SIDED), get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, msdf, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), texture_filter, alpha_antialiasing_mode, &shader_rid);
StandardMaterial3D::get_material_for_2d(get_draw_flag(FLAG_SHADED), mat_transparency, get_draw_flag(FLAG_DOUBLE_SIDED), get_billboard_mode() == StandardMaterial3D::BILLBOARD_ENABLED, get_billboard_mode() == StandardMaterial3D::BILLBOARD_FIXED_Y, msdf, get_draw_flag(FLAG_DISABLE_DEPTH_TEST), get_draw_flag(FLAG_FIXED_SIZE), texture_filter, alpha_antialiasing_mode, false, &shader_rid);
RS::get_singleton()->material_set_shader(surf.material, shader_rid);
RS::get_singleton()->material_set_param(surf.material, "texture_albedo", tex);

View file

@ -156,6 +156,8 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect,
SWAP(uvs[1], uvs[2]);
}
bool texture_repeat = (MIN(uvs[0].x, uvs[2].x) < 0.0) || (MIN(uvs[0].y, uvs[2].y) < 0.0) || (MAX(uvs[0].x, uvs[2].x) > 1.0) || (MAX(uvs[0].y, uvs[2].y) > 1.0);
Vector3 normal;
int ax = get_axis();
normal[ax] = 1.0;
@ -290,7 +292,7 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect,
}
RID shader_rid;
StandardMaterial3D::get_material_for_2d(get_draw_flag(FLAG_SHADED), mat_transparency, get_draw_flag(FLAG_DOUBLE_SIDED), 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(), alpha_antialiasing_mode, &shader_rid);
StandardMaterial3D::get_material_for_2d(get_draw_flag(FLAG_SHADED), mat_transparency, get_draw_flag(FLAG_DOUBLE_SIDED), 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(), alpha_antialiasing_mode, texture_repeat, &shader_rid);
if (last_shader != shader_rid) {
RS::get_singleton()->material_set_shader(get_material(), shader_rid);

View file

@ -3010,7 +3010,7 @@ float BaseMaterial3D::get_fov_override() const {
return fov_override;
}
Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, AlphaAntiAliasing p_alpha_antialiasing_mode, RID *r_shader_rid) {
Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, AlphaAntiAliasing p_alpha_antialiasing_mode, bool p_texture_repeat, RID *r_shader_rid) {
uint64_t key = 0;
key |= ((int8_t)p_shaded & 0x01) << 0;
key |= ((int8_t)p_transparency & 0x07) << 1; // Bits 1-3.
@ -3022,6 +3022,7 @@ Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_
key |= ((int8_t)p_fixed_size & 0x01) << 9;
key |= ((int8_t)p_filter & 0x07) << 10; // Bits 10-12.
key |= ((int8_t)p_alpha_antialiasing_mode & 0x07) << 13; // Bits 13-15.
key |= ((int8_t)p_texture_repeat & 0x01) << 16;
if (materials_for_2d.has(key)) {
if (r_shader_rid) {
@ -3041,6 +3042,7 @@ Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, Transparency p_
material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
material->set_flag(FLAG_USE_TEXTURE_REPEAT, p_texture_repeat);
material->set_alpha_antialiasing(p_alpha_antialiasing_mode);
material->set_texture_filter(p_filter);
if (p_billboard || p_billboard_y) {

View file

@ -878,7 +878,7 @@ public:
static void finish_shaders();
static void flush_changes();
static Ref<Material> get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard = false, bool p_billboard_y = false, bool p_msdf = false, bool p_no_depth = false, bool p_fixed_size = false, TextureFilter p_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, AlphaAntiAliasing p_alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF, RID *r_shader_rid = nullptr);
static Ref<Material> get_material_for_2d(bool p_shaded, Transparency p_transparency, bool p_double_sided, bool p_billboard = false, bool p_billboard_y = false, bool p_msdf = false, bool p_no_depth = false, bool p_fixed_size = false, TextureFilter p_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, AlphaAntiAliasing p_alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF, bool p_texture_repeat = false, RID *r_shader_rid = nullptr);
virtual RID get_rid() const override;
virtual RID get_shader_rid() const override;