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0e5a98cdd8
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated
137 lines
5.0 KiB
C++
137 lines
5.0 KiB
C++
/*************************************************************************/
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/* renderer_canvas_render.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "renderer_canvas_render.h"
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#include "servers/rendering/rendering_server_globals.h"
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const Rect2 &RendererCanvasRender::Item::get_rect() const {
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if (custom_rect || (!rect_dirty && !update_when_visible && skeleton == RID())) {
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return rect;
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}
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//must update rect
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if (commands == nullptr) {
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rect = Rect2();
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rect_dirty = false;
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return rect;
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}
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Transform2D xf;
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bool found_xform = false;
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bool first = true;
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const Item::Command *c = commands;
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while (c) {
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Rect2 r;
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switch (c->type) {
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case Item::Command::TYPE_RECT: {
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const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c);
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r = crect->rect;
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} break;
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case Item::Command::TYPE_NINEPATCH: {
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const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c);
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r = style->rect;
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} break;
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case Item::Command::TYPE_POLYGON: {
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const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
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r = polygon->polygon.rect_cache;
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} break;
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case Item::Command::TYPE_PRIMITIVE: {
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const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
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for (uint32_t j = 0; j < primitive->point_count; j++) {
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if (j == 0) {
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r.position = primitive->points[0];
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} else {
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r.expand_to(primitive->points[j]);
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}
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}
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} break;
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case Item::Command::TYPE_MESH: {
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const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
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AABB aabb = RSG::mesh_storage->mesh_get_aabb(mesh->mesh, skeleton);
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r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
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} break;
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case Item::Command::TYPE_MULTIMESH: {
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const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);
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AABB aabb = RSG::mesh_storage->multimesh_get_aabb(multimesh->multimesh);
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r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
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} break;
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case Item::Command::TYPE_PARTICLES: {
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const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);
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if (particles_cmd->particles.is_valid()) {
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AABB aabb = RSG::particles_storage->particles_get_aabb(particles_cmd->particles);
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r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
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}
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} break;
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case Item::Command::TYPE_TRANSFORM: {
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const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
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xf = transform->xform;
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found_xform = true;
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[[fallthrough]];
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}
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default: {
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c = c->next;
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continue;
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}
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}
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if (found_xform) {
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r = xf.xform(r);
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}
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if (first) {
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rect = r;
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first = false;
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} else {
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rect = rect.merge(r);
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}
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c = c->next;
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}
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rect_dirty = false;
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return rect;
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}
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RendererCanvasRender::Item::CommandMesh::~CommandMesh() {
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if (mesh_instance.is_valid()) {
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RSG::mesh_storage->mesh_instance_free(mesh_instance);
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}
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}
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