Fix UV calculation for spritesheet in particles

Fix names of uniforms and make correct uv offset calculation
This commit is contained in:
Maxim Sheronov 2017-08-17 16:49:17 +03:00
parent b4ad899ef6
commit e41656c345
2 changed files with 8 additions and 8 deletions

View file

@ -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 {

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;