Implemented texture layering for character clothing.

This commit is contained in:
Relintai 2020-09-15 11:36:08 +02:00
parent 8ce19070ae
commit 3368ab132b
3 changed files with 54 additions and 11 deletions

View File

@ -2,18 +2,18 @@
[ext_resource path="res://modules/species/Human/Female/character_textures/100_seamless/armor_green_scarf_v3.png" type="Texture" id=1]
[sub_resource type="ModelVisualEntry" id=1]
override_layer = 5
entity_type = 1
bone = 4
entry_0/texture = ExtResource( 1 )
[sub_resource type="ModelVisualEntry" id=2]
override_layer = 5
entity_type = 1
bone = 3
entry_0/texture = ExtResource( 1 )
[sub_resource type="ModelVisualEntry" id=3]
override_layer = 5
entity_type = 1
bone = 4
entry_0/texture = ExtResource( 1 )
[resource]
layer = 5
get_visual_entries = [ SubResource( 1 ), SubResource( 2 ) ]
get_visual_entries = [ SubResource( 2 ), SubResource( 3 ) ]

View File

@ -169,8 +169,26 @@ func build():
ddict["transform"] = skeleton.get_bone_global_pose(bone_idx)
ddict["mesh"] = entry.entry.get_mesh(k)
if !ddict.has("texture") && entry.entry.get_texture(k):
ddict["texture"] = entry.entry.get_texture(k)
var texture_layer_array : Array = Array()
texture_layer_array.resize(ESS.texture_layers.count(",") + 1)
var texture_used : bool = false
for j in range(get_model_entry_count(skele_point)):
var entry : SkeletonModelEntry = get_model_entry(skele_point, j)
var layer : int = entry.entry.override_layer
if texture_layer_array.size() <= layer || texture_layer_array[layer]:
continue
for k in range(entry.entry.size):
if entry.entry.get_texture(k):
texture_layer_array[layer] = entry.entry.get_texture(k)
texture_used = true
break
if texture_used:
ddict["textures"] = texture_layer_array
if !ddict.empty():
data.append(ddict)

View File

@ -116,9 +116,34 @@ func _execute():
func prepare_textures() -> void:
_texture_packer.clear()
var lmerger : TextureLayerMerger = TextureLayerMerger.new()
for i in range(data.size()):
var ddict : Dictionary = data[i]
var texture : Texture = ddict["texture"]
var textures : Array = ddict["textures"]
var texture : Texture = null
var tcount : int = 0
for j in range(textures.size()):
if textures[j]:
tcount += 1
if tcount > 1:
for j in range(textures.size() - 1, -1, -1):
if textures[j]:
lmerger.add_texture(textures[j])
break
lmerger.merge()
texture = lmerger.get_result_as_texture()
lmerger.clear()
else:
for j in range(textures.size() - 1, -1, -1):
if textures[j]:
texture = textures[j]
break
ddict["texture"] = texture
if texture != null:
ddict["atlas_texture"] = _texture_packer.add_texture(texture)