diff options
author | Maxim Sheronov <maxim.sheronov@gmail.com> | 2017-08-17 16:49:17 +0300 |
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committer | Maxim Sheronov <maxim.sheronov@gmail.com> | 2017-08-23 20:57:31 +0300 |
commit | e41656c345d7b029218637695523886e10ddc524 (patch) | |
tree | 96c1d3db3da73d45d63c8531ea0398c6b4eb9785 /scene/resources | |
parent | b4ad899ef64df6e341a4cbe52a15109cd3d6b2eb (diff) |
Fix UV calculation for spritesheet in particles
Fix names of uniforms and make correct uv offset calculation
Diffstat (limited to 'scene/resources')
-rw-r--r-- | scene/resources/material.cpp | 12 | ||||
-rw-r--r-- | scene/resources/material.h | 4 |
2 files changed, 8 insertions, 8 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 555c94a512..d473db738e 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -226,8 +226,8 @@ 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"; @@ -502,8 +502,8 @@ 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; @@ -1280,7 +1280,7 @@ 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 { @@ -1290,7 +1290,7 @@ 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 { diff --git a/scene/resources/material.h b/scene/resources/material.h index 140b2142c9..222ef32370 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -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; |