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@@ -30,289 +30,17 @@
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#include "canvas_item.h"
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-#include "core/input/input.h"
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#include "core/object/message_queue.h"
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#include "scene/2d/canvas_group.h"
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#include "scene/main/canvas_layer.h"
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-#include "scene/main/viewport.h"
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#include "scene/main/window.h"
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+#include "scene/resources/canvas_item_material.h"
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#include "scene/resources/font.h"
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+#include "scene/resources/multimesh.h"
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#include "scene/resources/style_box.h"
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-#include "scene/resources/texture.h"
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+#include "scene/resources/world_2d.h"
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#include "scene/scene_string_names.h"
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-#include "servers/rendering_server.h"
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-Mutex CanvasItemMaterial::material_mutex;
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-SelfList<CanvasItemMaterial>::List *CanvasItemMaterial::dirty_materials = nullptr;
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-Map<CanvasItemMaterial::MaterialKey, CanvasItemMaterial::ShaderData> CanvasItemMaterial::shader_map;
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-CanvasItemMaterial::ShaderNames *CanvasItemMaterial::shader_names = nullptr;
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-
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-void CanvasItemMaterial::init_shaders() {
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- dirty_materials = memnew(SelfList<CanvasItemMaterial>::List);
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-
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- shader_names = memnew(ShaderNames);
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-
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- shader_names->particles_anim_h_frames = "particles_anim_h_frames";
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- shader_names->particles_anim_v_frames = "particles_anim_v_frames";
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- shader_names->particles_anim_loop = "particles_anim_loop";
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-}
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-
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-void CanvasItemMaterial::finish_shaders() {
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- memdelete(dirty_materials);
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- memdelete(shader_names);
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- dirty_materials = nullptr;
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-}
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-
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-void CanvasItemMaterial::_update_shader() {
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- dirty_materials->remove(&element);
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-
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- MaterialKey mk = _compute_key();
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- if (mk.key == current_key.key) {
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- return; //no update required in the end
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- }
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-
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- if (shader_map.has(current_key)) {
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- shader_map[current_key].users--;
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- if (shader_map[current_key].users == 0) {
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- //deallocate shader, as it's no longer in use
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- RS::get_singleton()->free(shader_map[current_key].shader);
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- shader_map.erase(current_key);
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- }
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- }
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-
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- current_key = mk;
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-
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- if (shader_map.has(mk)) {
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- RS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader);
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- shader_map[mk].users++;
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- return;
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- }
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-
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- //must create a shader!
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-
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- String code = "shader_type canvas_item;\nrender_mode ";
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- switch (blend_mode) {
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- case BLEND_MODE_MIX:
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- code += "blend_mix";
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- break;
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- case BLEND_MODE_ADD:
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- code += "blend_add";
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- break;
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- case BLEND_MODE_SUB:
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- code += "blend_sub";
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- break;
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- case BLEND_MODE_MUL:
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- code += "blend_mul";
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- break;
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- case BLEND_MODE_PREMULT_ALPHA:
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- code += "blend_premul_alpha";
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- break;
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- case BLEND_MODE_DISABLED:
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- code += "blend_disabled";
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- break;
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- }
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-
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- switch (light_mode) {
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- case LIGHT_MODE_NORMAL:
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- break;
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- case LIGHT_MODE_UNSHADED:
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- code += ",unshaded";
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- break;
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- case LIGHT_MODE_LIGHT_ONLY:
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- code += ",light_only";
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- break;
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- }
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-
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- code += ";\n";
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-
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- if (particles_animation) {
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- code += "uniform int particles_anim_h_frames;\n";
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- code += "uniform int particles_anim_v_frames;\n";
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- code += "uniform bool particles_anim_loop;\n\n";
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-
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- code += "void vertex() {\n";
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- code += " float h_frames = float(particles_anim_h_frames);\n";
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- code += " float v_frames = float(particles_anim_v_frames);\n";
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- code += " VERTEX.xy /= vec2(h_frames, v_frames);\n";
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- code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n";
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- code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n";
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- code += " if (!particles_anim_loop) {\n";
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- code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n";
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- code += " } else {\n";
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- code += " particle_frame = mod(particle_frame, particle_total_frames);\n";
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- code += " }";
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- code += " UV /= vec2(h_frames, v_frames);\n";
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- code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n";
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- code += "}\n";
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- }
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-
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- ShaderData shader_data;
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- shader_data.shader = RS::get_singleton()->shader_create();
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- shader_data.users = 1;
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-
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- RS::get_singleton()->shader_set_code(shader_data.shader, code);
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-
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- shader_map[mk] = shader_data;
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-
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- RS::get_singleton()->material_set_shader(_get_material(), shader_data.shader);
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-}
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-
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-void CanvasItemMaterial::flush_changes() {
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- MutexLock lock(material_mutex);
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-
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- while (dirty_materials->first()) {
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- dirty_materials->first()->self()->_update_shader();
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- }
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-}
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-
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-void CanvasItemMaterial::_queue_shader_change() {
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- MutexLock lock(material_mutex);
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-
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- if (!element.in_list()) {
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- dirty_materials->add(&element);
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- }
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-}
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-
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-bool CanvasItemMaterial::_is_shader_dirty() const {
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- MutexLock lock(material_mutex);
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-
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- return element.in_list();
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-}
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-
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-void CanvasItemMaterial::set_blend_mode(BlendMode p_blend_mode) {
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- blend_mode = p_blend_mode;
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- _queue_shader_change();
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-}
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-
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-CanvasItemMaterial::BlendMode CanvasItemMaterial::get_blend_mode() const {
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- return blend_mode;
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-}
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-
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-void CanvasItemMaterial::set_light_mode(LightMode p_light_mode) {
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- light_mode = p_light_mode;
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- _queue_shader_change();
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-}
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-
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-CanvasItemMaterial::LightMode CanvasItemMaterial::get_light_mode() const {
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- return light_mode;
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-}
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-
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-void CanvasItemMaterial::set_particles_animation(bool p_particles_anim) {
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- particles_animation = p_particles_anim;
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- _queue_shader_change();
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- notify_property_list_changed();
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-}
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-
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-bool CanvasItemMaterial::get_particles_animation() const {
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- return particles_animation;
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-}
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-
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-void CanvasItemMaterial::set_particles_anim_h_frames(int p_frames) {
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- particles_anim_h_frames = p_frames;
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- RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_h_frames, p_frames);
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-}
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-
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-int CanvasItemMaterial::get_particles_anim_h_frames() const {
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- return particles_anim_h_frames;
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-}
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-
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-void CanvasItemMaterial::set_particles_anim_v_frames(int p_frames) {
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- particles_anim_v_frames = p_frames;
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- RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_v_frames, p_frames);
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-}
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-
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-int CanvasItemMaterial::get_particles_anim_v_frames() const {
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- return particles_anim_v_frames;
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-}
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-
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-void CanvasItemMaterial::set_particles_anim_loop(bool p_loop) {
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- particles_anim_loop = p_loop;
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- RS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop);
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-}
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-
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-bool CanvasItemMaterial::get_particles_anim_loop() const {
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- return particles_anim_loop;
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-}
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-
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-void CanvasItemMaterial::_validate_property(PropertyInfo &property) const {
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- if (property.name.begins_with("particles_anim_") && !particles_animation) {
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- property.usage = PROPERTY_USAGE_NONE;
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- }
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-}
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-
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-RID CanvasItemMaterial::get_shader_rid() const {
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- ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
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- return shader_map[current_key].shader;
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-}
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-
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-Shader::Mode CanvasItemMaterial::get_shader_mode() const {
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- return Shader::MODE_CANVAS_ITEM;
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-}
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-
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-void CanvasItemMaterial::_bind_methods() {
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- ClassDB::bind_method(D_METHOD("set_blend_mode", "blend_mode"), &CanvasItemMaterial::set_blend_mode);
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- ClassDB::bind_method(D_METHOD("get_blend_mode"), &CanvasItemMaterial::get_blend_mode);
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-
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- ClassDB::bind_method(D_METHOD("set_light_mode", "light_mode"), &CanvasItemMaterial::set_light_mode);
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- ClassDB::bind_method(D_METHOD("get_light_mode"), &CanvasItemMaterial::get_light_mode);
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-
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- ClassDB::bind_method(D_METHOD("set_particles_animation", "particles_anim"), &CanvasItemMaterial::set_particles_animation);
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- ClassDB::bind_method(D_METHOD("get_particles_animation"), &CanvasItemMaterial::get_particles_animation);
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-
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- ClassDB::bind_method(D_METHOD("set_particles_anim_h_frames", "frames"), &CanvasItemMaterial::set_particles_anim_h_frames);
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- ClassDB::bind_method(D_METHOD("get_particles_anim_h_frames"), &CanvasItemMaterial::get_particles_anim_h_frames);
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-
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- ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &CanvasItemMaterial::set_particles_anim_v_frames);
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- ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &CanvasItemMaterial::get_particles_anim_v_frames);
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-
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- ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &CanvasItemMaterial::set_particles_anim_loop);
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- ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &CanvasItemMaterial::get_particles_anim_loop);
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-
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- ADD_PROPERTY(PropertyInfo(Variant::INT, "blend_mode", PROPERTY_HINT_ENUM, "Mix,Add,Subtract,Multiply,Premultiplied Alpha"), "set_blend_mode", "get_blend_mode");
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- ADD_PROPERTY(PropertyInfo(Variant::INT, "light_mode", PROPERTY_HINT_ENUM, "Normal,Unshaded,Light Only"), "set_light_mode", "get_light_mode");
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- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_animation"), "set_particles_animation", "get_particles_animation");
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-
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- ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_h_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_h_frames", "get_particles_anim_h_frames");
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- ADD_PROPERTY(PropertyInfo(Variant::INT, "particles_anim_v_frames", PROPERTY_HINT_RANGE, "1,128,1"), "set_particles_anim_v_frames", "get_particles_anim_v_frames");
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- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "particles_anim_loop"), "set_particles_anim_loop", "get_particles_anim_loop");
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-
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- BIND_ENUM_CONSTANT(BLEND_MODE_MIX);
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- BIND_ENUM_CONSTANT(BLEND_MODE_ADD);
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- BIND_ENUM_CONSTANT(BLEND_MODE_SUB);
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- BIND_ENUM_CONSTANT(BLEND_MODE_MUL);
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- BIND_ENUM_CONSTANT(BLEND_MODE_PREMULT_ALPHA);
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-
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- BIND_ENUM_CONSTANT(LIGHT_MODE_NORMAL);
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- BIND_ENUM_CONSTANT(LIGHT_MODE_UNSHADED);
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- BIND_ENUM_CONSTANT(LIGHT_MODE_LIGHT_ONLY);
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-}
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-
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-CanvasItemMaterial::CanvasItemMaterial() :
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- element(this) {
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- set_particles_anim_h_frames(1);
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- set_particles_anim_v_frames(1);
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- set_particles_anim_loop(false);
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-
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- current_key.invalid_key = 1;
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- _queue_shader_change();
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-}
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-
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-CanvasItemMaterial::~CanvasItemMaterial() {
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- MutexLock lock(material_mutex);
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-
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- if (shader_map.has(current_key)) {
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- shader_map[current_key].users--;
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- if (shader_map[current_key].users == 0) {
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- //deallocate shader, as it's no longer in use
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- RS::get_singleton()->free(shader_map[current_key].shader);
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- shader_map.erase(current_key);
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- }
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-
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- RS::get_singleton()->material_set_shader(_get_material(), RID());
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- }
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-}
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-
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-///////////////////////////////////////////////////////////////////
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#ifdef TOOLS_ENABLED
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bool CanvasItem::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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if (_edit_use_rect()) {
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