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https://github.com/godotengine/godot.git
synced 2025-11-07 12:30:27 +00:00
basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
This commit is contained in:
@@ -35,7 +35,7 @@
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static const int z_range = VS::CANVAS_ITEM_Z_MAX - VS::CANVAS_ITEM_Z_MIN + 1;
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void VisualServerCanvas::_render_canvas_item_tree(RID p_to_render_target, bool p_clear, const Color &p_clear_color, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights) {
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void VisualServerCanvas::_render_canvas_item_tree(RID p_to_render_target, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights) {
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memset(z_list, 0, z_range * sizeof(RasterizerCanvas::Item *));
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memset(z_last_list, 0, z_range * sizeof(RasterizerCanvas::Item *));
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@@ -62,7 +62,7 @@ void VisualServerCanvas::_render_canvas_item_tree(RID p_to_render_target, bool p
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}
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}
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VSG::canvas_render->canvas_render_items(p_to_render_target, p_clear, p_clear_color, list, p_modulate, p_lights, p_transform);
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VSG::canvas_render->canvas_render_items(p_to_render_target, list, p_modulate, p_lights, p_transform);
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}
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void _collect_ysort_children(VisualServerCanvas::Item *p_canvas_item, Transform2D p_transform, VisualServerCanvas::Item *p_material_owner, const Color p_modulate, VisualServerCanvas::Item **r_items, int &r_index) {
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@@ -243,7 +243,7 @@ void VisualServerCanvas::_light_mask_canvas_items(int p_z, RasterizerCanvas::Ite
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}
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}
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void VisualServerCanvas::render_canvas(RID p_render_target, bool p_clear, const Color &p_clear_color, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect) {
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void VisualServerCanvas::render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect) {
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if (p_canvas->children_order_dirty) {
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@@ -264,30 +264,30 @@ void VisualServerCanvas::render_canvas(RID p_render_target, bool p_clear, const
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if (!has_mirror) {
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_render_canvas_item_tree(p_render_target, p_clear, p_clear_color, ci, l, NULL, p_transform, p_clip_rect, p_canvas->modulate, p_lights);
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_render_canvas_item_tree(p_render_target, ci, l, NULL, p_transform, p_clip_rect, p_canvas->modulate, p_lights);
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} else {
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//used for parallaxlayer mirroring
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for (int i = 0; i < l; i++) {
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const Canvas::ChildItem &ci2 = p_canvas->child_items[i];
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_render_canvas_item_tree(p_render_target, p_clear, p_clear_color, NULL, 0, ci2.item, p_transform, p_clip_rect, p_canvas->modulate, p_lights);
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_render_canvas_item_tree(p_render_target, NULL, 0, ci2.item, p_transform, p_clip_rect, p_canvas->modulate, p_lights);
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//mirroring (useful for scrolling backgrounds)
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if (ci2.mirror.x != 0) {
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Transform2D xform2 = p_transform * Transform2D(0, Vector2(ci2.mirror.x, 0));
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_render_canvas_item_tree(p_render_target, false, Color(), NULL, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
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_render_canvas_item_tree(p_render_target, NULL, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
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}
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if (ci2.mirror.y != 0) {
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Transform2D xform2 = p_transform * Transform2D(0, Vector2(0, ci2.mirror.y));
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_render_canvas_item_tree(p_render_target, false, Color(), NULL, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
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_render_canvas_item_tree(p_render_target, NULL, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
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}
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if (ci2.mirror.y != 0 && ci2.mirror.x != 0) {
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Transform2D xform2 = p_transform * Transform2D(0, ci2.mirror);
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_render_canvas_item_tree(p_render_target, false, Color(), NULL, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
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_render_canvas_item_tree(p_render_target, NULL, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
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}
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}
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}
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@@ -487,15 +487,27 @@ void VisualServerCanvas::canvas_item_add_line(RID p_item, const Point2 &p_from,
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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Item::CommandLine *line = memnew(Item::CommandLine);
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Item::CommandPrimitive *line = memnew(Item::CommandPrimitive);
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ERR_FAIL_COND(!line);
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line->color = p_color;
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line->from = p_from;
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line->to = p_to;
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line->width = p_width;
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line->antialiased = p_antialiased;
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canvas_item->rect_dirty = true;
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if (p_width > 1.001) {
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Vector2 t = (p_from - p_to).tangent().normalized();
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line->points[0] = p_from + t * p_width;
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line->points[1] = p_from - t * p_width;
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line->points[2] = p_to - t * p_width;
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line->points[3] = p_to + t * p_width;
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line->point_count = 4;
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} else {
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line->point_count = 2;
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line->points[0] = p_from;
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line->points[1] = p_to;
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}
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for (int i = 0; i < line->point_count; i++) {
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line->colors[i] = p_color;
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}
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line->specular_shininess = Color(1, 1, 1, 1);
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(line);
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}
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@@ -505,21 +517,29 @@ void VisualServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Point
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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Item::CommandPolyLine *pline = memnew(Item::CommandPolyLine);
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Item::CommandPolygon *pline = memnew(Item::CommandPolygon);
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ERR_FAIL_COND(!pline);
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pline->antialiased = p_antialiased;
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pline->multiline = false;
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pline->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
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if (p_width <= 1) {
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pline->lines = p_points;
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pline->line_colors = p_colors;
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if (pline->line_colors.size() == 0) {
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pline->line_colors.push_back(Color(1, 1, 1, 1));
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} else if (pline->line_colors.size() > 1 && pline->line_colors.size() != pline->lines.size()) {
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pline->line_colors.resize(1);
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if (true || p_width <= 1) {
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#define TODO make thick lines possible
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Vector<int> indices;
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int pc = p_points.size();
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indices.resize((pc - 1) * 2);
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{
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int *iptr = indices.ptrw();
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for (int i = 0; i < (pc - 1); i++) {
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iptr[i * 2 + 0] = i;
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iptr[i * 2 + 1] = i + 1;
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}
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}
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pline->primitive = VS::PRIMITIVE_LINES;
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pline->specular_shininess = Color(1, 1, 1, 1);
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pline->polygon.create(indices, p_points, p_colors);
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} else {
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#if 0
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//make a trianglestrip for drawing the line...
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Vector2 prev_t;
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pline->triangles.resize(p_points.size() * 2);
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@@ -579,6 +599,7 @@ void VisualServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Point
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prev_t = t;
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}
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#endif
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}
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(pline);
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@@ -590,18 +611,18 @@ void VisualServerCanvas::canvas_item_add_multiline(RID p_item, const Vector<Poin
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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Item::CommandPolyLine *pline = memnew(Item::CommandPolyLine);
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Item::CommandPolygon *pline = memnew(Item::CommandPolygon);
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ERR_FAIL_COND(!pline);
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pline->antialiased = false; //todo
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pline->multiline = true;
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pline->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
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pline->lines = p_points;
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pline->line_colors = p_colors;
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if (pline->line_colors.size() == 0) {
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pline->line_colors.push_back(Color(1, 1, 1, 1));
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} else if (pline->line_colors.size() > 1 && pline->line_colors.size() != pline->lines.size()) {
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pline->line_colors.resize(1);
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if (true || p_width <= 1) {
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#define TODO make thick lines possible
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pline->primitive = VS::PRIMITIVE_LINES;
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pline->specular_shininess = Color(1, 1, 1, 1);
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pline->polygon.create(Vector<int>(), p_points, p_colors);
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} else {
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}
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canvas_item->rect_dirty = true;
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@@ -627,12 +648,39 @@ void VisualServerCanvas::canvas_item_add_circle(RID p_item, const Point2 &p_pos,
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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Item::CommandCircle *circle = memnew(Item::CommandCircle);
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Item::CommandPolygon *circle = memnew(Item::CommandPolygon);
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ERR_FAIL_COND(!circle);
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circle->color = p_color;
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circle->pos = p_pos;
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circle->radius = p_radius;
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circle->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
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circle->primitive = VS::PRIMITIVE_TRIANGLES;
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circle->specular_shininess = Color(1, 1, 1, 1);
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Vector<int> indices;
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Vector<Vector2> points;
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static const int circle_points = 64;
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points.resize(circle_points);
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for (int i = 0; i < circle_points; i++) {
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float angle = (i / float(circle_points)) * 2 * Math_PI;
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points.write[i].x = Math::cos(angle) * p_radius;
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points.write[i].y = Math::sin(angle) * p_radius;
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points.write[i] += p_pos;
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}
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indices.resize((circle_points - 2) * 3);
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for (int i = 0; i < circle_points - 2; i++) {
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indices.write[i * 3 + 0] = 0;
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indices.write[i * 3 + 1] = i + 1;
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indices.write[i * 3 + 2] = i + 2;
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}
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Vector<Color> color;
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color.push_back(p_color);
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circle->polygon.create(indices, points, color);
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(circle);
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}
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@@ -746,17 +794,33 @@ void VisualServerCanvas::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_r
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}
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void VisualServerCanvas::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, VisualServer::CanvasItemTextureFilter p_filter, VisualServer::CanvasItemTextureRepeat p_repeat) {
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uint32_t pc = p_points.size();
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ERR_FAIL_COND(pc == 0 || pc > 4);
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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Item::CommandPrimitive *prim = memnew(Item::CommandPrimitive);
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ERR_FAIL_COND(!prim);
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for (int i = 0; i < p_points.size(); i++) {
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prim->points[i] = p_points[i];
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if (i < p_uvs.size()) {
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prim->uvs[i] = p_uvs[i];
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}
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if (i < p_colors.size()) {
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prim->colors[i] = p_colors[i];
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} else if (p_colors.size()) {
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prim->colors[i] = p_colors[0];
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} else {
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prim->colors[i] = Color(1, 1, 1, 1);
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}
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}
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prim->point_count = p_points.size();
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prim->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
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prim->specular_shininess = p_specular_color_shininess;
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prim->points = p_points;
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prim->uvs = p_uvs;
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prim->colors = p_colors;
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prim->width = p_width;
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(prim);
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@@ -779,14 +843,11 @@ void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2
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Item::CommandPolygon *polygon = memnew(Item::CommandPolygon);
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ERR_FAIL_COND(!polygon);
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polygon->primitive = VS::PRIMITIVE_TRIANGLES;
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polygon->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
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polygon->specular_shininess = p_specular_color_shininess;
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polygon->points = p_points;
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polygon->uvs = p_uvs;
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polygon->colors = p_colors;
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polygon->indices = indices;
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polygon->count = indices.size();
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polygon->antialiased = p_antialiased;
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polygon->polygon.create(indices, p_points, p_colors, p_uvs);
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(polygon);
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@@ -806,32 +867,13 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
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const Vector<int> &indices = p_indices;
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int count = p_count * 3;
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if (indices.empty()) {
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ERR_FAIL_COND(vertex_count % 3 != 0);
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if (p_count == -1)
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count = vertex_count;
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} else {
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ERR_FAIL_COND(indices.size() % 3 != 0);
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if (p_count == -1)
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count = indices.size();
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}
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Item::CommandPolygon *polygon = memnew(Item::CommandPolygon);
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ERR_FAIL_COND(!polygon);
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polygon->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
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polygon->specular_shininess = p_specular_color_shininess;
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polygon->points = p_points;
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polygon->uvs = p_uvs;
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polygon->colors = p_colors;
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polygon->bones = p_bones;
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polygon->weights = p_weights;
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polygon->indices = indices;
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polygon->count = count;
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polygon->antialiased = p_antialiased;
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polygon->polygon.create(indices, p_points, p_colors, p_uvs, p_bones, p_weights);
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polygon->primitive = VS::PRIMITIVE_TRIANGLES;
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(polygon);
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