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-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp36
1 files changed, 33 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 00604d0d4b..6f56711151 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -34,6 +34,7 @@
#include "core/math/geometry_2d.h"
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
+#include "core/math/transform_interpolator.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
@@ -406,7 +407,7 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit
return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
}
-void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) {
+void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used, const Point2 &p_offset, RenderingMethod::RenderInfo *r_render_info) {
//create an empty push constant
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
@@ -425,6 +426,11 @@ 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;
+
+ if (p_offset.x || p_offset.y) {
+ base_transform *= Transform2D(0, p_offset / p_item->xform_curr.get_scale()); // TODO: Interpolate or explain why not needed.
+ }
+
Transform2D draw_transform;
_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
@@ -1240,7 +1246,23 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
}
}
- _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used, r_render_info);
+ if (!ci->repeat_size.x && !ci->repeat_size.y) {
+ _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used, Point2(), r_render_info);
+ } else {
+ Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
+ Point2 end_pos = ci->repeat_size * ci->repeat_times + ci->repeat_size + start_pos;
+ Point2 pos = start_pos;
+
+ do {
+ do {
+ _render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used, pos, r_render_info);
+ pos.y += ci->repeat_size.y;
+ } while (pos.y < end_pos.y);
+
+ pos.x += ci->repeat_size.x;
+ pos.y = start_pos.y;
+ } while (pos.x < end_pos.x);
+ }
prev_material = material;
}
@@ -1345,7 +1367,15 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
ERR_CONTINUE(!clight);
}
- Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
+ Transform2D final_xform;
+ if (!RSG::canvas->_interpolation_data.interpolation_enabled || !l->interpolated) {
+ final_xform = l->xform_curr;
+ } else {
+ real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
+ TransformInterpolator::interpolate_transform_2d(l->xform_prev, l->xform_curr, final_xform, f);
+ }
+ // Convert light position to canvas coordinates, as all computation is done in canvas coordinates to avoid precision loss.
+ Vector2 canvas_light_pos = p_canvas_transform.xform(final_xform.get_origin());
state.light_uniforms[index].position[0] = canvas_light_pos.x;
state.light_uniforms[index].position[1] = canvas_light_pos.y;