Textures are now able to keep their scale even though the sprite is scaled.

This commit is contained in:
Tleety
2016-03-09 22:22:32 +01:00
parent f9935cad42
commit 087facc22e
6 changed files with 29 additions and 7 deletions
+9
View File
@@ -48,6 +48,13 @@ struct SpriteJob : RenderJob
FillColor = fillColor;
FillPercentage = fillPercentage;
if((bool)cSprite["KeepRatioX"] == true) {
ScaleX = Transform::AbsoluteScale(world, cSprite.EntityID).x;
}
if ((bool)cSprite["KeepRatioZ"] == true) {
ScaleY = Transform::AbsoluteScale(world, cSprite.EntityID).y;
}
};
unsigned int TextureID;
@@ -69,6 +76,8 @@ struct SpriteJob : RenderJob
bool Pickable;
bool IsIndicator = false;
bool BlurBackground = false;
float ScaleX = 1;
float ScaleY = 1;
glm::vec4 FillColor = glm::vec4(0);
float FillPercentage = 0.0;
+2
View File
@@ -5,5 +5,7 @@
<Color R="1" G="1" B="1" A="1"/>
<Visible>true</Visible>
<DepthSort>true</DepthSort>
<KeepRatioX>false</KeepRatioX>
<KeepRatioY>false</KeepRatioY>
<BlurBackground>false</BlurBackground>
</Sprite>
+6
View File
@@ -24,6 +24,12 @@
<xs:element name="DepthSort" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Whether the sprite should be sorted with depth or not. Only use false for textures that are on HUD</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
</xs:element>
<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
</xs:element>
+8 -5
View File
@@ -3,6 +3,8 @@
uniform vec4 Color;
uniform vec4 FillColor;
uniform float FillPercentage;
uniform float ScaleX;
uniform float ScaleY;
uniform mat4 P;
layout (binding = 1) uniform sampler2D DiffuseTexture;
@@ -21,15 +23,16 @@ out vec4 bloomColor;
void main()
{
vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
vec4 color_result = Color * diffuseTexel;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
if(pos <= FillPercentage) {
color_result = FillColor*diffuseTexel.a;
}
float fillResult = floor(pos*FillPercentage);
color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult);
sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
+2
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@@ -1284,6 +1284,8 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX);
glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY);
glActiveTexture(GL_TEXTURE1);
if (spriteJob->DiffuseTexture != nullptr) {
+2 -2
View File
@@ -3,8 +3,8 @@
TextureSprite::TextureSprite(std::string path)
:Texture(path)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
GLERROR("Texture load");