Textures are now able to keep their scale even though the sprite is scaled.
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@@ -48,6 +48,13 @@ struct SpriteJob : RenderJob
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FillColor = fillColor;
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FillColor = fillColor;
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FillPercentage = fillPercentage;
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FillPercentage = fillPercentage;
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if((bool)cSprite["KeepRatioX"] == true) {
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ScaleX = Transform::AbsoluteScale(world, cSprite.EntityID).x;
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}
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if ((bool)cSprite["KeepRatioZ"] == true) {
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ScaleY = Transform::AbsoluteScale(world, cSprite.EntityID).y;
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}
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};
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};
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unsigned int TextureID;
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unsigned int TextureID;
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@@ -69,6 +76,8 @@ struct SpriteJob : RenderJob
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bool Pickable;
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bool Pickable;
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bool IsIndicator = false;
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bool IsIndicator = false;
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bool BlurBackground = false;
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bool BlurBackground = false;
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float ScaleX = 1;
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float ScaleY = 1;
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glm::vec4 FillColor = glm::vec4(0);
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glm::vec4 FillColor = glm::vec4(0);
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float FillPercentage = 0.0;
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float FillPercentage = 0.0;
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@@ -5,5 +5,7 @@
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<Color R="1" G="1" B="1" A="1"/>
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<Color R="1" G="1" B="1" A="1"/>
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<Visible>true</Visible>
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<Visible>true</Visible>
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<DepthSort>true</DepthSort>
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<DepthSort>true</DepthSort>
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<KeepRatioX>false</KeepRatioX>
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<KeepRatioY>false</KeepRatioY>
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<BlurBackground>false</BlurBackground>
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<BlurBackground>false</BlurBackground>
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</Sprite>
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</Sprite>
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@@ -24,6 +24,12 @@
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<xs:element name="DepthSort" type="t:bool" minOccurs="0">
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<xs:element name="DepthSort" type="t:bool" minOccurs="0">
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<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>
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<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>
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</xs:element>
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</xs:element>
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<xs:element name="KeepRatioX" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the sprite should repeat in x instead of stretch when scaled.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="KeepRatioY" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the sprite should repeat in y instead of stretch when scaled.</xs:documentation></xs:annotation>
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</xs:element>
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<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
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<xs:element name="BlurBackground" type="t:bool" minOccurs="0">
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<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
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<xs:annotation><xs:documentation>Wether the background should be blurred begind this sprite.</xs:documentation></xs:annotation>
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</xs:element>
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</xs:element>
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@@ -3,6 +3,8 @@
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uniform vec4 Color;
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uniform vec4 Color;
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uniform vec4 FillColor;
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uniform vec4 FillColor;
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uniform float FillPercentage;
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uniform float FillPercentage;
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uniform float ScaleX;
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uniform float ScaleY;
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uniform mat4 P;
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uniform mat4 P;
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layout (binding = 1) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D DiffuseTexture;
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@@ -21,15 +23,16 @@ out vec4 bloomColor;
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void main()
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void main()
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{
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{
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 diffuseTexel = texture2D(DiffuseTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, vec2(Input.TextureCoordinate.x*ScaleX, Input.TextureCoordinate.y*ScaleY));
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vec4 color_result = Color * diffuseTexel;
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vec4 color_result = Color * diffuseTexel;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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if(pos <= FillPercentage) {
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float fillResult = floor(pos*FillPercentage);
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color_result = FillColor*diffuseTexel.a;
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}
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color_result = FillColor*diffuseTexel.a*fillResult + color_result*(1-fillResult);
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
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//bloomColor = vec4(clamp((glowTexel.xyz*3) - 1.0, 0, 100), 1.0);
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@@ -1284,6 +1284,8 @@ void DrawFinalPass::DrawSprites(std::list<std::shared_ptr<RenderJob>>&jobs, Rend
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
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glUniform4fv(glGetUniformLocation(shaderHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
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glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
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glUniform4fv(glGetUniformLocation(shaderHandle, "FillColor"), 1, glm::value_ptr(spriteJob->FillColor));
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
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glUniform1f(glGetUniformLocation(shaderHandle, "FillPercentage"), spriteJob->FillPercentage);
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glUniform1f(glGetUniformLocation(shaderHandle, "ScaleX"), spriteJob->ScaleX);
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glUniform1f(glGetUniformLocation(shaderHandle, "ScaleY"), spriteJob->ScaleY);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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if (spriteJob->DiffuseTexture != nullptr) {
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if (spriteJob->DiffuseTexture != nullptr) {
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@@ -3,8 +3,8 @@
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TextureSprite::TextureSprite(std::string path)
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TextureSprite::TextureSprite(std::string path)
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:Texture(path)
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:Texture(path)
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{
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
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GLERROR("Texture load");
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GLERROR("Texture load");
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