SpriteBase3D Fix drawing AtlasTextures with vertical margins differently than in 2D

This commit is contained in:
kleonc 2022-09-18 20:08:31 +02:00
parent 8837d41b50
commit 8a56100d39

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@ -100,10 +100,27 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect,
return;
}
// 2D: 3D plane (axes match exactly when `axis == Vector3::AXIS_Z`):
// -X+ -X+
// - +
// Y +--------+ +--------+ +--------+ Y +--------+
// + | +--+ | | | (2) | | - | 0--1 |
// | |ab| | (1) | +--+ | (3) | 3--2 | | |ab| |
// | |cd| | --> | |ab| | --> | |cd| | <==> | |cd| |
// | +--+ | | |cd| | | |ab| | | 3--2 |
// | | | +--+ | | 0--1 | | |
// +--------+ +--------+ +--------+ +--------+
// (1) Y-wise shift `final_rect` within `p_dst_rect` so after inverting Y
// axis distances between top/bottom borders will be preserved (so for
// example AtlasTextures with vertical margins will look the same in 2D/3D).
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);
Color color = _get_color_accum();
real_t pixel_size = get_pixel_size();
// (2) Order vertices (0123) bottom-top in 2D / top-bottom in 3D.
Vector2 vertices[4] = {
(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
(final_rect.position + final_rect.size) * pixel_size,
@ -120,6 +137,7 @@ void SpriteBase3D::draw_texture_rect(Ref<Texture2D> p_texture, Rect2 p_dst_rect,
src_tsize[1] = atlas_tex->get_atlas()->get_height();
}
// (3) Assign UVs (abcd) according to the vertices order (bottom-top in 2D / top-bottom in 3D).
Vector2 uvs[4] = {
final_src_rect.position / src_tsize,
(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,