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authorclayjohn <claynjohn@gmail.com>2022-10-14 15:57:00 -0700
committerclayjohn <claynjohn@gmail.com>2022-10-14 16:55:14 -0700
commit6d048af42f88379d6b47c36f9e0e48848780c1bc (patch)
treef3ee83d42d7987f7ca7a786ca3b5fc631c5378f4
parent39534a7aecc4ca4215af67244b23dda09ea339f8 (diff)
Fix drawing of 2D primitives in OpenGL3 renderer
Previously the wrong vertices were used when assembling the second triangle of a quad
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 65bb98d29e..1a923729fa 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1010,7 +1010,7 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
_add_to_batch(r_index, r_batch_broken);
if (primitive->point_count == 4) {
- // Reset base data
+ // Reset base data.
_update_transform_2d_to_mat2x3(base_transform * draw_transform, state.instance_data_array[r_index].world);
state.instance_data_array[r_index].color_texture_pixel_size[0] = 0.0;
state.instance_data_array[r_index].color_texture_pixel_size[1] = 0.0;
@@ -1018,12 +1018,13 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
for (uint32_t j = 0; j < 3; j++) {
- //second half of triangle
- state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + 1].x;
- state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + 1].y;
- state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
- state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
- Color col = primitive->colors[j + 1] * base_color;
+ int offset = j == 0 ? 0 : 1;
+ // Second triangle in the quad. Uses vertices 0, 2, 3.
+ state.instance_data_array[r_index].points[j * 2 + 0] = primitive->points[j + offset].x;
+ state.instance_data_array[r_index].points[j * 2 + 1] = primitive->points[j + offset].y;
+ state.instance_data_array[r_index].uvs[j * 2 + 0] = primitive->uvs[j + offset].x;
+ state.instance_data_array[r_index].uvs[j * 2 + 1] = primitive->uvs[j + offset].y;
+ Color col = primitive->colors[j + offset] * base_color;
state.instance_data_array[r_index].colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
state.instance_data_array[r_index].colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
}