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Merge pull request #10401 from maxim-sheronov/fix_particles_spritesheet

Fix UV calculation for spritesheet in particles
This commit is contained in:
Rémi Verschelde
2017-08-31 13:42:37 +02:00
committed by GitHub
2 changed files with 8 additions and 8 deletions

View File

@@ -227,8 +227,8 @@ void SpatialMaterial::init_shaders() {
shader_names->uv1_blend_sharpness = "uv1_blend_sharpness";
shader_names->uv2_blend_sharpness = "uv2_blend_sharpness";
shader_names->particle_h_frames = "particle_h_frames";
shader_names->particle_v_frames = "particle_v_frames";
shader_names->particles_anim_h_frames = "particles_anim_h_frames";
shader_names->particles_anim_v_frames = "particles_anim_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop";
shader_names->depth_min_layers = "depth_min_layers";
shader_names->depth_max_layers = "depth_max_layers";
@@ -503,8 +503,8 @@ void SpatialMaterial::_update_shader() {
code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n";
code += "\tint particle_frame = int(INSTANCE_CUSTOM.y * float(particle_total_frames));\n";
code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n";
//code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
//code += "\tUV+= UV * vec2(float(particle_frame % particles_anim_h_frames),float(particle_frame / particles_anim_v_frames));\n";
code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n";
code += "\tUV += vec2(float(particle_frame % particles_anim_h_frames) / float(particles_anim_h_frames),float(particle_frame / particles_anim_h_frames) / float(particles_anim_v_frames));\n";
//handle rotation
// code += "\tmat4 rotation = mat4("
} break;
@@ -1281,7 +1281,7 @@ SpatialMaterial::BillboardMode SpatialMaterial::get_billboard_mode() const {
void SpatialMaterial::set_particles_anim_h_frames(int p_frames) {
particles_anim_h_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_h_frames, p_frames);
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
}
int SpatialMaterial::get_particles_anim_h_frames() const {
@@ -1291,7 +1291,7 @@ int SpatialMaterial::get_particles_anim_h_frames() const {
void SpatialMaterial::set_particles_anim_v_frames(int p_frames) {
particles_anim_v_frames = p_frames;
VS::get_singleton()->material_set_param(_get_material(), shader_names->particle_v_frames, p_frames);
VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
}
int SpatialMaterial::get_particles_anim_v_frames() const {

View File

@@ -283,8 +283,8 @@ private:
StringName uv1_offset;
StringName uv2_scale;
StringName uv2_offset;
StringName particle_h_frames;
StringName particle_v_frames;
StringName particles_anim_h_frames;
StringName particles_anim_v_frames;
StringName particles_anim_loop;
StringName depth_min_layers;
StringName depth_max_layers;