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Diffstat (limited to 'scene/2d/gpu_particles_2d.cpp')
-rw-r--r--scene/2d/gpu_particles_2d.cpp38
1 files changed, 32 insertions, 6 deletions
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp
index a1ed2de73a..cb0349fefd 100644
--- a/scene/2d/gpu_particles_2d.cpp
+++ b/scene/2d/gpu_particles_2d.cpp
@@ -30,6 +30,7 @@
#include "gpu_particles_2d.h"
+#include "core/core_string_names.h"
#include "scene/resources/particle_process_material.h"
#ifdef TOOLS_ENABLED
@@ -331,7 +332,15 @@ Rect2 GPUParticles2D::capture_rect() const {
}
void GPUParticles2D::set_texture(const Ref<Texture2D> &p_texture) {
+ if (texture.is_valid()) {
+ texture->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GPUParticles2D::_texture_changed));
+ }
+
texture = p_texture;
+
+ if (texture.is_valid()) {
+ texture->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GPUParticles2D::_texture_changed));
+ }
_update_collision_size();
queue_redraw();
}
@@ -363,6 +372,14 @@ void GPUParticles2D::_attach_sub_emitter() {
}
}
+void GPUParticles2D::_texture_changed() {
+ // Changes to the texture need to trigger an update to make
+ // the editor redraw the sprite with the updated texture.
+ if (texture.is_valid()) {
+ update();
+ }
+}
+
void GPUParticles2D::set_sub_emitter(const NodePath &p_path) {
if (is_inside_tree()) {
RS::get_singleton()->particles_set_subemitter(particles, RID());
@@ -480,12 +497,21 @@ void GPUParticles2D::_notification(int p_what) {
Vector2(-size.x / 2.0, size.y / 2.0)
};
- Vector<Vector2> uvs = {
- Vector2(0, 0),
- Vector2(1, 0),
- Vector2(1, 1),
- Vector2(0, 1)
- };
+ Vector<Vector2> uvs;
+ AtlasTexture *atlas_texure = Object::cast_to<AtlasTexture>(*texture);
+ if (atlas_texure && atlas_texure->get_atlas().is_valid()) {
+ Rect2 region_rect = atlas_texure->get_region();
+ Size2 atlas_size = atlas_texure->get_atlas()->get_size();
+ uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, region_rect.position.y / atlas_size.y));
+ uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, region_rect.position.y / atlas_size.y));
+ uvs.push_back(Vector2((region_rect.position.x + region_rect.size.x) / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
+ uvs.push_back(Vector2(region_rect.position.x / atlas_size.x, (region_rect.position.y + region_rect.size.y) / atlas_size.y));
+ } else {
+ uvs.push_back(Vector2(0, 0));
+ uvs.push_back(Vector2(1, 0));
+ uvs.push_back(Vector2(1, 1));
+ uvs.push_back(Vector2(0, 1));
+ }
Vector<int> indices = { 0, 1, 2, 0, 2, 3 };