Fix AtlasTexture + Sprite3D using the wrong UV region

- Change get_rect_region to return UV region instead of pixel rect
- Fixed atlas texture Sprite3D Y offsets being applied in the wrong direction and fixed Flip not adjusting the geometry.
- Changed get_rect_region name to get_rect_region_uv_rect
This commit is contained in:
elasota 2017-03-26 18:25:35 -04:00 committed by Rémi Verschelde
parent 5164eefdbe
commit 91140904cc
3 changed files with 46 additions and 28 deletions

View file

@ -347,8 +347,8 @@ void Sprite3D::_draw() {
Rect2i dst_rect(ofs, s);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect))
Rect2 final_uv_rect;
if (!texture->get_rect_region_uv_rect(dst_rect, src_rect, final_rect, final_uv_rect))
return;
if (final_rect.size.x == 0 || final_rect.size.y == 0)
@ -368,10 +368,10 @@ void Sprite3D::_draw() {
};
Vector2 uvs[4] = {
final_src_rect.pos / tsize,
(final_src_rect.pos + Vector2(final_src_rect.size.x, 0)) / tsize,
(final_src_rect.pos + final_src_rect.size) / tsize,
(final_src_rect.pos + Vector2(0, final_src_rect.size.y)) / tsize,
final_uv_rect.pos,
final_uv_rect.pos + Vector2(final_uv_rect.size.x, 0),
final_uv_rect.pos + final_uv_rect.size,
final_uv_rect.pos + Vector2(0, final_uv_rect.size.y),
};
if (is_flipped_h()) {
@ -629,7 +629,7 @@ void AnimatedSprite3D::_draw() {
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
if (!texture->get_rect_region_uv_rect(dst_rect,src_rect,final_rect, final_uv_rect))
return;
@ -651,10 +651,10 @@ void AnimatedSprite3D::_draw() {
};
Vector2 uvs[4]={
final_src_rect.pos / tsize,
(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
(final_src_rect.pos+final_src_rect.size) / tsize,
(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
final_src_rect.pos,
final_src_rect.pos+Vector2(final_src_rect.size.x,0),
final_src_rect.pos+final_src_rect.size,
final_src_rect.pos+Vector2(0,final_src_rect.size.y),
};
if (is_flipped_h()) {
@ -839,20 +839,28 @@ void AnimatedSprite3D::_draw() {
src_rect.size = s;
Point2i ofs = get_offset();
if (is_centered())
ofs -= s / 2;
Rect2i dst_rect(ofs, s);
Rect2i dst_rect(0, 0, s.width, s.height);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect))
Rect2 final_uv_rect;
if (!texture->get_rect_region_uv_rect(dst_rect, src_rect, final_rect, final_uv_rect))
return;
if (final_rect.size.x == 0 || final_rect.size.y == 0)
return;
if (is_flipped_h())
final_rect.pos.x = dst_rect.size.x - final_rect.pos.x - final_rect.size.x;
if (!is_flipped_v())
final_rect.pos.y = dst_rect.size.y - final_rect.pos.y - final_rect.size.y;
Point2i ofs = get_offset();
if (is_centered())
ofs -= s / 2;
final_rect.pos += ofs;
Color color = _get_color_accum();
color.a *= get_opacity();
@ -867,10 +875,10 @@ void AnimatedSprite3D::_draw() {
};
Vector2 uvs[4] = {
final_src_rect.pos / tsize,
(final_src_rect.pos + Vector2(final_src_rect.size.x, 0)) / tsize,
(final_src_rect.pos + final_src_rect.size) / tsize,
(final_src_rect.pos + Vector2(0, final_src_rect.size.y)) / tsize,
final_uv_rect.pos,
final_uv_rect.pos + Vector2(final_uv_rect.size.x, 0),
final_uv_rect.pos + final_uv_rect.size,
final_uv_rect.pos + Vector2(0, final_uv_rect.size.y),
};
if (is_flipped_h()) {