feat: update atlas texture extrusion on its reload
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b89888969f
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@ -184,7 +184,7 @@ assetload::postfunc assetload::atlas(
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if (!append_atlas(builder, file)) continue;
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}
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std::set<std::string> names = builder.getNames();
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Atlas* atlas = builder.build(2, false).release();
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Atlas* atlas = builder.build(ATLAS_EXTRUSION, false).release();
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return [=](auto assets) {
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atlas->prepare();
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assets->store(std::unique_ptr<Atlas>(atlas), name);
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@ -501,7 +501,7 @@ static bool load_animation(
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}
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if (!append_atlas(builder, file)) continue;
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}
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auto srcAtlas = builder.build(2, true);
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auto srcAtlas = builder.build(ATLAS_EXTRUSION, true);
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if (frameList.empty()) {
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for (const auto& frameName : builder.getNames()) {
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frameList.emplace_back(frameName, 0);
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@ -61,6 +61,8 @@ inline constexpr int ITEM_ICON_SIZE = 48;
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inline constexpr int TRANSLUCENT_BLOCKS_SORT_INTERVAL = 8;
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inline constexpr int ATLAS_EXTRUSION = 2;
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inline const std::string SHADERS_FOLDER = "shaders";
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inline const std::string TEXTURES_FOLDER = "textures";
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inline const std::string FONTS_FOLDER = "fonts";
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@ -137,5 +137,5 @@ std::unique_ptr<Atlas> BlocksPreview::build(
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builder.add(def.name, draw(cache, shader, fbo, batch, def, iconSize));
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}
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fbo.unbind();
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return builder.build(2);
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return builder.build(ATLAS_EXTRUSION);
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}
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@ -6,6 +6,7 @@
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#include <random>
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#include "lua_commons.hpp"
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#include "constants.hpp"
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#include "maths/UVRegion.hpp"
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struct fnl_state;
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@ -108,7 +109,7 @@ namespace lua {
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return texture;
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}
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void update();
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void update(int extrusion = ATLAS_EXTRUSION);
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void createTexture();
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@ -19,7 +19,7 @@ LuaCanvas::LuaCanvas(
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region(std::move(region)) {
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}
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void LuaCanvas::update() {
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void LuaCanvas::update(int extrusion) {
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if (!hasTexture()) {
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return;
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}
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@ -39,7 +39,24 @@ void LuaCanvas::update() {
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w = std::min<uint>(w, imgWidth);
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h = std::min<uint>(h, imgHeight);
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texture->reloadPartial(*data, x, y, w, h);
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if (extrusion > 0) {
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auto extruded = std::make_unique<ImageData>(
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data->getFormat(),
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w + extrusion * 2,
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h + extrusion * 2
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);
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extruded->blit(*data, extrusion, extrusion);
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extruded->extrude(0, 0, w + extrusion * 2, h + extrusion * 2);
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texture->reloadPartial(
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*extruded,
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x - extrusion,
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y - extrusion,
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w + extrusion * 2,
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h + extrusion * 2
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);
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} else {
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texture->reloadPartial(*data, x, y, w, h);
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}
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}
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}
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