Fixed whatever was wrong with my shader
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@ -12,6 +12,52 @@ TiledSprite::TiledSprite(SceneItem *item) : SceneItemComponent(item) {
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}
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glm::vec2 TiledSprite::getUV0() {
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auto tile = this->tileset->getTile(tileIndex);
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return glm::vec2(
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(this->flipState & TILED_SPRITE_FLIP_X) == 0 ? tile.uv0.x : tile.uv1.x,
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(this->flipState & TILED_SPRITE_FLIP_Y) == 0 ? tile.uv0.y : tile.uv1.y
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);
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}
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glm::vec2 TiledSprite::getUV1() {
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auto tile = this->tileset->getTile(tileIndex);
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return glm::vec2(
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(this->flipState & TILED_SPRITE_FLIP_X) == 0 ? tile.uv1.x : tile.uv0.x,
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(this->flipState & TILED_SPRITE_FLIP_Y) == 0 ? tile.uv1.y : tile.uv0.y
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);
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}
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void TiledSprite::setTileset(Tileset *tileset) {
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assertNotNull(tileset);
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this->tileset = tileset;
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this->setTile(0);
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}
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void TiledSprite::setTile(int32_t tileIndex) {
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assertNotNull(this->tileset);
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this->tileIndex = tileIndex;
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if(this->host != nullptr) {
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QuadMesh::bufferCoordinates(
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&this->host->mesh, this->getUV0(), this->getUV1(), 0
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);
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}
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}
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void TiledSprite::setSize(glm::vec2 size, glm::vec2 center) {
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this->xy0 = -center;
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this->xy1 = size - center;
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if(this->host != nullptr) {
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QuadMesh::bufferPositions(
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&this->host->mesh, this->xy0, this->xy1, 0
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);
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}
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}
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void TiledSprite::setSize(glm::vec2 size) {
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this->setSize(size, size / 2.0f);
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}
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std::vector<SceneItemComponent*> TiledSprite::getDependencies() {
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this->renderer = this->item->getComponent<MeshRenderer>();
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this->host = this->item->getComponent<MeshHost>();
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@ -24,12 +70,12 @@ std::vector<SceneItemComponent*> TiledSprite::getDependencies() {
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void TiledSprite::onStart() {
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SceneItemComponent::onStart();
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assertNotNull(this->host);
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assertNotNull(this->tileset);
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QuadMesh::initQuadMesh(&this->host->mesh,
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glm::vec2(0, 0), glm::vec2(0, 0),
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glm::vec2(1, 1), glm::vec2(0.125f, 0.125f),
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this->xy0, this->getUV0(),
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this->xy1, this->getUV1(),
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0
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);
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}
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