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added support for mirrored repeat texture wrapping

romulox_x il y a 10 ans
Parent
commit
85e49d4e75

+ 18 - 6
drivers/gles2/rasterizer_gles2.cpp

@@ -1013,10 +1013,16 @@ void RasterizerGLES2::texture_set_data(RID p_texture,const Image& p_image,VS::Cu
 
 	bool force_clamp_to_edge = !(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
 
-	if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) {
+	if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
 
-		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
-		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+		if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
+			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
+			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
+		}
+		else{
+			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+		}
 	} else {
 
 		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
@@ -1270,10 +1276,16 @@ void RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
 
 	bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS && !texture->ignore_mipmaps) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
 
-	if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT && texture->target != GL_TEXTURE_CUBE_MAP) {
+	if (!force_clamp_to_edge && (texture->flags&VS::TEXTURE_FLAG_REPEAT || texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT) && texture->target != GL_TEXTURE_CUBE_MAP) {
 
-		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
-		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+		if (texture->flags&VS::TEXTURE_FLAG_MIRRORED_REPEAT){
+			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT );
+			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT );
+		}
+		else {
+			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+			glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+		}
 	} else {
 		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
 		glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );

+ 2 - 1
scene/resources/texture.cpp

@@ -81,6 +81,7 @@ void Texture::_bind_methods() {
 	BIND_CONSTANT( FLAGS_DEFAULT );
 	BIND_CONSTANT( FLAG_ANISOTROPIC_FILTER );
 	BIND_CONSTANT( FLAG_CONVERT_TO_LINEAR );
+	BIND_CONSTANT( FLAG_MIRRORED_REPEAT );
 
 }
 
@@ -181,7 +182,7 @@ void ImageTexture::_get_property_list( List<PropertyInfo> *p_list) const {
 
 
 
-	p_list->push_back( PropertyInfo( Variant::INT, "flags", PROPERTY_HINT_FLAGS,"Mipmaps,Repeat,Filter,Anisotropic,sRGB") );
+	p_list->push_back( PropertyInfo( Variant::INT, "flags", PROPERTY_HINT_FLAGS,"Mipmaps,Repeat,Filter,Anisotropic,sRGB,Mirrored Repeat") );
 	p_list->push_back( PropertyInfo( Variant::IMAGE, "image", img_hint,String::num(lossy_storage_quality)) );
 	p_list->push_back( PropertyInfo( Variant::VECTOR2, "size",PROPERTY_HINT_NONE, ""));
 	p_list->push_back( PropertyInfo( Variant::INT, "storage", PROPERTY_HINT_ENUM,"Uncompressed,Compress Lossy,Compress Lossless"));

+ 1 - 0
scene/resources/texture.h

@@ -51,6 +51,7 @@ public:
 	enum Flags {
 		FLAG_MIPMAPS=VisualServer::TEXTURE_FLAG_MIPMAPS,
 		FLAG_REPEAT=VisualServer::TEXTURE_FLAG_REPEAT,
+		FLAG_MIRRORED_REPEAT=VisualServer::TEXTURE_FLAG_MIRRORED_REPEAT,
 		FLAG_FILTER=VisualServer::TEXTURE_FLAG_FILTER,
 		FLAG_ANISOTROPIC_FILTER=VisualServer::TEXTURE_FLAG_ANISOTROPIC_FILTER,
 		FLAG_CONVERT_TO_LINEAR=VisualServer::TEXTURE_FLAG_CONVERT_TO_LINEAR,

+ 1 - 0
servers/visual_server.h

@@ -104,6 +104,7 @@ public:
 		TEXTURE_FLAG_FILTER=4, /// Create texure with linear (or available) filter
 		TEXTURE_FLAG_ANISOTROPIC_FILTER=8,
 		TEXTURE_FLAG_CONVERT_TO_LINEAR=16,
+		TEXTURE_FLAG_MIRRORED_REPEAT=32, /// Repeat texture, with alternate sections mirrored
 		TEXTURE_FLAG_CUBEMAP=2048,
 		TEXTURE_FLAG_VIDEO_SURFACE=4096,
 		TEXTURE_FLAGS_DEFAULT=TEXTURE_FLAG_REPEAT|TEXTURE_FLAG_MIPMAPS|TEXTURE_FLAG_FILTER