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Diffstat (limited to 'servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp124
1 files changed, 36 insertions, 88 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 9d325fe69b..053bda59a7 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -408,6 +408,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
PushConstant push_constant;
Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
+ Transform2D draw_transform;
_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
Color base_color = p_item->final_modulate;
@@ -464,8 +465,15 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
RID last_texture;
Size2 texpixel_size;
+ bool skipping = false;
+
const Item::Command *c = p_item->commands;
while (c) {
+ if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
+ c = c->next;
+ continue;
+ }
+
push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
switch (c->type) {
@@ -612,7 +620,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
RD::get_singleton()->draw_list_draw(p_draw_list, true);
- //restore if overrided
+ // Restore if overridden.
push_constant.color_texture_pixel_size[0] = texpixel_size.x;
push_constant.color_texture_pixel_size[1] = texpixel_size.y;
@@ -724,7 +732,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
mesh_instance = m->mesh_instance;
texture = m->texture;
modulate = m->modulate;
- _update_transform_2d_to_mat2x3(base_transform * m->transform, push_constant.world);
+ _update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, push_constant.world);
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
RID multimesh = mm->multimesh;
@@ -857,10 +865,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
for (int j = 0; j < 6; j++) {
push_constant.world[j] = world_backup[j];
}
-
} break;
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
+ draw_transform = transform->xform;
_update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
} break;
@@ -879,6 +887,14 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
} break;
+ case Item::Command::TYPE_ANIMATION_SLICE: {
+ const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
+ double current_time = RendererCompositorRD::singleton->get_total_time();
+ double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
+ skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
+
+ RenderingServerDefault::redraw_request(); // animation visible means redraw request
+ } break;
}
c = c->next;
@@ -1073,7 +1089,8 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants;
- if (material_data->uniform_set.is_valid()) {
+ // Update uniform set.
+ if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
}
} else {
@@ -2185,94 +2202,14 @@ RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
return shader_data;
}
-void RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
- if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
- p_uniform_dirty = true;
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- uniform_buffer = RID();
- }
-
- ubo_data.resize(shader_data->ubo_size);
- if (ubo_data.size()) {
- uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
- memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
- }
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- //check whether buffer changed
- if (p_uniform_dirty && ubo_data.size()) {
- update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
- RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
- }
-
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
-
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
-
- //clear previous uniform set
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- uniform_set = RID();
- }
- }
-
- if (p_textures_dirty && tex_uniform_count) {
- update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), false);
- }
-
- if (shader_data->ubo_size == 0) {
- // This material does not require an uniform set, so don't create it.
- return;
- }
-
- if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- //no reason to update uniform set, only UBO (or nothing) was needed to update
- return;
- }
-
- Vector<RD::Uniform> uniforms;
-
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
- }
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
-
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
RendererCanvasRenderRD::MaterialData::~MaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
-
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+ free_parameters_uniform_set(uniform_set);
}
RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
@@ -2634,8 +2571,19 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
default_canvas_group_shader = storage->shader_allocate();
storage->shader_initialize(default_canvas_group_shader);
- storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
+ storage->shader_set_code(default_canvas_group_shader, R"(
+shader_type canvas_item;
+
+void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+ if (c.a > 0.0001) {
+ c.rgb /= c.a;
+ }
+
+ COLOR *= c;
+}
+)");
default_canvas_group_material = storage->material_allocate();
storage->material_initialize(default_canvas_group_material);