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Fix Parallax2D repeats being not relative to its transform
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@@ -407,7 +407,7 @@ _FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primit
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return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
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}
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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 *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used, const Point2 &p_offset, RenderingMethod::RenderInfo *r_render_info) {
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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 *¤t_clip, Light *p_lights, PipelineVariants *p_pipeline_variants, bool &r_sdf_used, const Point2 &p_repeat_offset, RenderingMethod::RenderInfo *r_render_info) {
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//create an empty push constant
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
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@@ -425,11 +425,11 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
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}
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PushConstant push_constant;
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Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
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if (p_offset.x || p_offset.y) {
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base_transform *= Transform2D(0, p_offset / p_item->xform_curr.get_scale()); // TODO: Interpolate or explain why not needed.
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Transform2D base_transform = p_item->final_transform;
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if (p_item->repeat_source_item && (p_repeat_offset.x || p_repeat_offset.y)) {
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base_transform.columns[2] += p_item->repeat_source_item->final_transform.basis_xform(p_repeat_offset);
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}
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base_transform = p_canvas_transform_inverse * base_transform;
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Transform2D draw_transform;
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_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
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@@ -1250,18 +1250,17 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
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_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);
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} else {
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Point2 start_pos = ci->repeat_size * -(ci->repeat_times / 2);
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Point2 end_pos = ci->repeat_size * ci->repeat_times + ci->repeat_size + start_pos;
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Point2 pos = start_pos;
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Point2 offset;
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do {
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do {
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_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);
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pos.y += ci->repeat_size.y;
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} while (pos.y < end_pos.y);
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pos.x += ci->repeat_size.x;
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pos.y = start_pos.y;
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} while (pos.x < end_pos.x);
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int repeat_times_x = ci->repeat_size.x ? ci->repeat_times : 0;
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int repeat_times_y = ci->repeat_size.y ? ci->repeat_times : 0;
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for (int ry = 0; ry <= repeat_times_y; ry++) {
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offset.y = start_pos.y + ry * ci->repeat_size.y;
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for (int rx = 0; rx <= repeat_times_x; rx++) {
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offset.x = start_pos.x + rx * ci->repeat_size.x;
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_render_item(draw_list, p_to_render_target, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants, r_sdf_used, offset, r_render_info);
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}
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}
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}
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prev_material = material;
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