Merge pull request #68738 from lawnjelly/faster_canvas_item

[3.x] Canvas item hierarchical culling
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Rémi Verschelde 2023-06-27 08:40:22 +02:00 committed by GitHub
commit 29eeb461f2
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19 changed files with 858 additions and 20 deletions

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@ -1446,6 +1446,10 @@
[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] flag.
[b]Note:[/b] Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
</member>
<member name="rendering/2d/options/culling_mode" type="int" setter="" getter="" default="1">
The culling mode determines the method used for rejecting canvas items that are outside a viewport. The visual result should be identical, but some modes may be faster for a particular project.
You can either cull items individually ([code]Item mode[/code]), or use hierarchical culling ([code]Node mode[/code]) which has a little more housekeeping but can increase performance by culling large numbers of items at once.
</member>
<member name="rendering/2d/options/ninepatch_mode" type="int" setter="" getter="" default="1">
Choose between fixed mode where corner scalings are preserved matching the artwork, and scaling mode.
Not available in GLES3 when [member rendering/batching/options/use_batching] is off.

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@ -484,6 +484,7 @@ public:
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {}
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); }
uint32_t skeleton_get_revision(RID p_skeleton) const { return 0; }
void skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach) {}
/* Light API */

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@ -35,6 +35,8 @@
#include "rasterizer_canvas_gles2.h"
#include "rasterizer_scene_gles2.h"
#include "servers/visual/shader_language.h"
#include "servers/visual/visual_server_canvas.h"
#include "servers/visual/visual_server_globals.h"
GLuint RasterizerStorageGLES2::system_fbo = 0;
@ -3772,6 +3774,20 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES2::skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_NULL(skeleton);
ERR_FAIL_COND(!p_canvas_item.is_valid());
if (p_attach) {
skeleton->linked_canvas_items.push_back(p_canvas_item);
} else {
int64_t found = skeleton->linked_canvas_items.find(p_canvas_item);
ERR_FAIL_COND(found == -1);
skeleton->linked_canvas_items.remove_unordered(found);
}
}
uint32_t RasterizerStorageGLES2::skeleton_get_revision(RID p_skeleton) const {
const Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
@ -4101,6 +4117,23 @@ void RasterizerStorageGLES2::_update_skeleton_transform_buffer(const PoolVector<
}
void RasterizerStorageGLES2::update_dirty_skeletons() {
// 2D Skeletons always need to update the polygons so they
// know the bounds have changed.
// TODO : Could we have a separate list for 2D only?
SelfList<Skeleton> *ele = skeleton_update_list.first();
while (ele) {
Skeleton *skeleton = ele->self();
int num_linked = skeleton->linked_canvas_items.size();
for (int n = 0; n < num_linked; n++) {
const RID &rid = skeleton->linked_canvas_items[n];
VSG::canvas->_canvas_item_skeleton_moved(rid);
}
ele = ele->next();
}
if (config.use_skeleton_software) {
return;
}

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@ -903,6 +903,7 @@ public:
Set<RasterizerScene::InstanceBase *> instances;
Transform2D base_transform_2d;
LocalVector<RID> linked_canvas_items;
Skeleton() :
use_2d(false),
@ -928,6 +929,7 @@ public:
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
virtual uint32_t skeleton_get_revision(RID p_skeleton) const;
virtual void skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach);
void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);

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@ -37,6 +37,8 @@
#include "main/main.h"
#include "rasterizer_canvas_gles3.h"
#include "rasterizer_scene_gles3.h"
#include "servers/visual/visual_server_canvas.h"
#include "servers/visual/visual_server_globals.h"
#include "servers/visual_server.h"
#if defined(IPHONE_ENABLED) || defined(ANDROID_ENABLED)
@ -5314,6 +5316,20 @@ void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, cons
skeleton->base_transform_2d = p_base_transform;
}
void RasterizerStorageGLES3::skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach) {
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_NULL(skeleton);
ERR_FAIL_COND(!p_canvas_item.is_valid());
if (p_attach) {
skeleton->linked_canvas_items.push_back(p_canvas_item);
} else {
int64_t found = skeleton->linked_canvas_items.find(p_canvas_item);
ERR_FAIL_COND(found == -1);
skeleton->linked_canvas_items.remove_unordered(found);
}
}
uint32_t RasterizerStorageGLES3::skeleton_get_revision(RID p_skeleton) const {
const Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
@ -5321,6 +5337,24 @@ uint32_t RasterizerStorageGLES3::skeleton_get_revision(RID p_skeleton) const {
}
void RasterizerStorageGLES3::update_dirty_skeletons() {
// 2D Skeletons always need to update the polygons so they
// know the bounds have changed.
// TODO : Could we have a separate list for 2D only?
SelfList<Skeleton> *ele = skeleton_update_list.first();
while (ele) {
Skeleton *skeleton = ele->self();
int num_linked = skeleton->linked_canvas_items.size();
for (int n = 0; n < num_linked; n++) {
const RID &rid = skeleton->linked_canvas_items[n];
VSG::canvas->_canvas_item_skeleton_moved(rid);
}
ele = ele->next();
}
// TODO : Is this update necessary for 2D software skinning?
glActiveTexture(GL_TEXTURE0);
while (skeleton_update_list.first()) {

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@ -926,7 +926,9 @@ public:
GLuint texture;
SelfList<Skeleton> update_list;
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
Transform2D base_transform_2d;
LocalVector<RID> linked_canvas_items;
Skeleton() :
use_2d(false),
@ -952,6 +954,7 @@ public:
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
virtual uint32_t skeleton_get_revision(RID p_skeleton) const;
virtual void skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach);
/* Light API */

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@ -39,6 +39,7 @@
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
#include "scene/scene_string_names.h"
#include "servers/visual/visual_server_constants.h"
#include "servers/visual/visual_server_raster.h"
#include "servers/visual_server.h"
@ -613,6 +614,17 @@ void CanvasItem::_notification(int p_what) {
}
}
#ifdef DEV_ENABLED
void CanvasItem::_name_changed_notify() {
// Even in DEV builds, there is no point in calling this unless we are debugging
// canvas item names. Even calling the stub function will be expensive, as there
// are a lot of canvas items.
#ifdef VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
VisualServer::get_singleton()->canvas_item_set_name(canvas_item, get_name());
#endif
}
#endif
void CanvasItem::update() {
if (!is_inside_tree()) {
return;

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@ -240,6 +240,10 @@ protected:
void _notification(int p_what);
static void _bind_methods();
#ifdef DEV_ENABLED
virtual void _name_changed_notify();
#endif
public:
enum {
NOTIFICATION_TRANSFORM_CHANGED = SceneTree::NOTIFICATION_TRANSFORM_CHANGED, //unique

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@ -96,6 +96,15 @@ void Polygon2D::_skeleton_bone_setup_changed() {
void Polygon2D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
// Must re-establish any existing links with skeletons on re-entering the tree.
update();
} break;
case NOTIFICATION_EXIT_TREE: {
// Always detach skeleton when exiting the tree, so skeletons don't inform
// Polygon2Ds outside the tree that they have moved (this would be useless work).
VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
} break;
case NOTIFICATION_DRAW: {
if (polygon.size() < 3) {
return;
@ -665,3 +674,11 @@ Polygon2D::Polygon2D() {
internal_vertices = 0;
current_skeleton_id = 0;
}
Polygon2D::~Polygon2D() {
// Most definitely don't want to leave references to this deleted canvas item
// in the skeleton.
if (get_canvas_item().is_valid()) {
VS::get_singleton()->canvas_item_attach_skeleton(get_canvas_item(), RID());
}
}

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@ -147,6 +147,7 @@ public:
NodePath get_skeleton() const;
Polygon2D();
virtual ~Polygon2D();
};
#endif // POLYGON_2D_H

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@ -1051,8 +1051,16 @@ StringName Node::get_name() const {
void Node::_set_name_nocheck(const StringName &p_name) {
data.name = p_name;
#ifdef DEV_ENABLED
_name_changed_notify();
#endif
}
#ifdef DEV_ENABLED
void Node::_name_changed_notify() {
}
#endif
void Node::set_name(const String &p_name) {
String name = p_name.validate_node_name();
@ -1078,6 +1086,10 @@ void Node::set_name(const String &p_name) {
get_tree()->node_renamed(this);
get_tree()->tree_changed();
}
#ifdef DEV_ENABLED
_name_changed_notify();
#endif
}
static bool node_hrcr = false;
@ -1262,7 +1274,7 @@ void Node::_generate_serial_child_name(const Node *p_child, StringName &name) co
void Node::_add_child_nocheck(Node *p_child, const StringName &p_name) {
//add a child node quickly, without name validation
p_child->data.name = p_name;
p_child->_set_name_nocheck(p_name);
p_child->data.pos = data.children.size();
data.children.push_back(p_child);
p_child->data.parent = this;

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@ -238,6 +238,9 @@ protected:
virtual void remove_child_notify(Node *p_child);
virtual void move_child_notify(Node *p_child);
virtual void owner_changed_notify();
#ifdef DEV_ENABLED
virtual void _name_changed_notify();
#endif
virtual void _physics_interpolated_changed();

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@ -449,6 +449,7 @@ public:
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
virtual uint32_t skeleton_get_revision(RID p_skeleton) const = 0;
virtual void skeleton_attach_canvas_item(RID p_skeleton, RID p_canvas_item, bool p_attach) = 0;
/* Light API */
@ -985,6 +986,7 @@ public:
bool light_masked : 1;
mutable bool custom_rect : 1;
mutable bool rect_dirty : 1;
mutable bool bound_dirty : 1;
Vector<Command *> commands;
mutable Rect2 rect;
@ -1024,6 +1026,10 @@ public:
void precalculate_polygon_bone_bounds(const Item::CommandPolygon &p_polygon) const;
public:
// the rect containing this item and all children,
// in local space.
Rect2 local_bound;
const Rect2 &get_rect() const {
if (custom_rect) {
return rect;
@ -1201,6 +1207,7 @@ public:
final_modulate = Color(1, 1, 1, 1);
visible = true;
rect_dirty = true;
bound_dirty = true;
custom_rect = false;
behind = false;
material_owner = nullptr;

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@ -39,7 +39,12 @@ void VisualServerCanvas::_render_canvas_item_tree(Item *p_canvas_item, const Tra
memset(z_list, 0, z_range * sizeof(RasterizerCanvas::Item *));
memset(z_last_list, 0, z_range * sizeof(RasterizerCanvas::Item *));
_render_canvas_item(p_canvas_item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr);
if (_canvas_cull_mode == CANVAS_CULL_MODE_NODE) {
_prepare_tree_bounds(p_canvas_item);
_render_canvas_item_cull_by_node(p_canvas_item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr, false);
} else {
_render_canvas_item_cull_by_item(p_canvas_item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr);
}
VSG::canvas_render->canvas_render_items_begin(p_modulate, p_lights, p_transform);
for (int i = 0; i < z_range; i++) {
@ -85,7 +90,201 @@ void _mark_ysort_dirty(VisualServerCanvas::Item *ysort_owner, RID_Owner<VisualSe
} while (ysort_owner && ysort_owner->sort_y);
}
void VisualServerCanvas::_render_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner) {
void VisualServerCanvas::_make_bound_dirty_reparent(Item *p_item) {
MutexLock lock(_bound_mutex);
DEV_ASSERT(p_item);
Item *p_orig_item = p_item;
// propagate up
while (p_item) {
// Don't worry about invisible objects
if (!p_item->visible) {
return;
}
if (!p_item->bound_dirty) {
p_item->bound_dirty = true;
if (canvas_item_owner.owns(p_item->parent)) {
p_item = canvas_item_owner.get(p_item->parent);
} else {
break;
}
} else {
break;
}
}
// propagate down
_make_bound_dirty_down(p_orig_item);
}
void VisualServerCanvas::_make_bound_dirty(Item *p_item, bool p_changing_visibility) {
if (_canvas_cull_mode != CANVAS_CULL_MODE_NODE) {
return;
}
MutexLock lock(_bound_mutex);
DEV_ASSERT(p_item);
if (!p_changing_visibility) {
_check_bound_integrity(p_item);
}
if (!p_changing_visibility) {
// Traverse up the tree, making each item bound dirty until
// we reach an item that is already dirty (as by definition, if this happens,
// the tree should already be dirty up until the root).
while (p_item) {
// Don't worry about invisible objects
if (!p_item->visible) {
return;
}
if (!p_item->bound_dirty) {
p_item->bound_dirty = true;
if (canvas_item_owner.owns(p_item->parent)) {
p_item = canvas_item_owner.get(p_item->parent);
} else {
break;
}
} else {
break;
}
}
} else {
// special case for visibility changes.
// if hiding, we propagate upwards.
while (p_item) {
if (!p_item->bound_dirty) {
p_item->bound_dirty = true;
}
if (canvas_item_owner.owns(p_item->parent)) {
p_item = canvas_item_owner.get(p_item->parent);
} else {
break;
}
}
// if showing we propagate upwards AND downwards
if (p_item->visible) {
_make_bound_dirty_down(p_item);
}
}
}
void VisualServerCanvas::_make_bound_dirty_down(Item *p_item) {
// Bounds below an item that is being made visible may be out of date,
// so we make them all dirty.
if (!p_item->visible) {
return;
}
p_item->bound_dirty = true;
int child_item_count = p_item->child_items.size();
Item **child_items = p_item->child_items.ptrw();
for (int i = 0; i < child_item_count; i++) {
_make_bound_dirty_down(child_items[i]);
}
}
void VisualServerCanvas::_prepare_tree_bounds(Item *p_root) {
Rect2 root_bound;
_calculate_canvas_item_bound(p_root, &root_bound);
}
// This function provides an alternative means of recursively calculating canvas item
// bounds through a branch, leading to an identical (hopefully) result to that
// calculated for the bound in _render_canvas_item().
// The reason for this function's existence is that there are some conditions which
// prevent further drawing in the tree (such as alpha nearing 0.0), in which we
// *still* need to calculate the bounds for lower branches and use them for culling,
// just in case alpha increases above the threshold in a later frame.
void VisualServerCanvas::_calculate_canvas_item_bound(Item *p_canvas_item, Rect2 *r_branch_bound) {
// TODO - this higher level technique may be able to be optimized better,
// to perhaps only recalculate this on "reappearance" of the child branch, in a
// similar manner to how visibility is handled.
Item *ci = p_canvas_item;
if (!ci->visible) {
return;
}
// easy case, not dirty
if (!ci->bound_dirty) {
_merge_local_bound_to_branch(ci, r_branch_bound);
return;
}
// recalculate the local bound only if out of date
Rect2 *local_bound = nullptr;
if (ci->bound_dirty) {
local_bound = &ci->local_bound;
*local_bound = Rect2();
ci->bound_dirty = false;
}
int child_item_count = ci->child_items.size();
Item **child_items = ci->child_items.ptrw();
for (int i = 0; i < child_item_count; i++) {
// if (ci->sort_y)
// NYI do we need to apply the child_items[i]->ysort_xform? TEST
// See the _render_canvas_item for how to apply.
_calculate_canvas_item_bound(child_items[i], local_bound);
}
_finalize_and_merge_local_bound_to_branch(ci, r_branch_bound);
}
void VisualServerCanvas::_finalize_and_merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound) {
if (r_branch_bound) {
Rect2 this_rect = p_canvas_item->get_rect();
// If this item has a bound...
if (!p_canvas_item->local_bound.has_no_area()) {
// If the rect has an area...
if (!this_rect.has_no_area()) {
p_canvas_item->local_bound = p_canvas_item->local_bound.merge(this_rect);
} else {
// The local bound is set by the children, but is not affected by the canvas item rect.
// So pass through and merge the local bound to the parent.
}
} else {
p_canvas_item->local_bound = this_rect;
// don't merge zero area, as it may expand the branch bound
// unnecessarily.
if (p_canvas_item->local_bound.has_no_area()) {
return;
}
}
// Merge the local bound to the parent.
_merge_local_bound_to_branch(p_canvas_item, r_branch_bound);
}
}
void VisualServerCanvas::_merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound) {
if (!r_branch_bound) {
return;
}
Rect2 this_item_total_local_bound = p_canvas_item->xform.xform(p_canvas_item->local_bound);
if (!r_branch_bound->has_no_area()) {
*r_branch_bound = r_branch_bound->merge(this_item_total_local_bound);
} else {
*r_branch_bound = this_item_total_local_bound;
}
}
void VisualServerCanvas::_render_canvas_item_cull_by_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner) {
Item *ci = p_canvas_item;
if (!ci->visible) {
@ -161,9 +360,9 @@ void VisualServerCanvas::_render_canvas_item(Item *p_canvas_item, const Transfor
continue;
}
if (ci->sort_y) {
_render_canvas_item(child_items[i], xform * child_items[i]->ysort_xform, p_clip_rect, modulate * child_items[i]->ysort_modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner);
_render_canvas_item_cull_by_item(child_items[i], xform * child_items[i]->ysort_xform, p_clip_rect, modulate * child_items[i]->ysort_modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner);
} else {
_render_canvas_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner);
_render_canvas_item_cull_by_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner);
}
}
@ -202,9 +401,172 @@ void VisualServerCanvas::_render_canvas_item(Item *p_canvas_item, const Transfor
continue;
}
if (ci->sort_y) {
_render_canvas_item(child_items[i], xform * child_items[i]->ysort_xform, p_clip_rect, modulate * child_items[i]->ysort_modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner);
_render_canvas_item_cull_by_item(child_items[i], xform * child_items[i]->ysort_xform, p_clip_rect, modulate * child_items[i]->ysort_modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner);
} else {
_render_canvas_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner);
_render_canvas_item_cull_by_item(child_items[i], xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner);
}
}
}
void VisualServerCanvas::_render_canvas_item_cull_by_node(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner, bool p_enclosed) {
Item *ci = p_canvas_item;
if (!ci->visible) {
return;
}
// This should have been calculated as a pre-process.
DEV_ASSERT(!ci->bound_dirty);
Rect2 rect = ci->get_rect();
Transform2D final_xform = ci->xform;
final_xform = p_transform * final_xform;
Rect2 global_rect = final_xform.xform(rect);
ci->global_rect_cache = global_rect;
ci->final_transform = final_xform;
global_rect.position += p_clip_rect.position;
int child_item_count = ci->child_items.size();
// If there are children, we can maybe cull them all out if the cached bound has not changed.
if (!p_enclosed && child_item_count) {
// Get the bound in final space.
Rect2 bound = final_xform.xform(ci->local_bound);
bound.position += p_clip_rect.position;
if (!ci->vp_render && !ci->copy_back_buffer) {
// Cull out ALL children in one step.
if (!p_clip_rect.intersects(bound, true)) {
return;
}
}
// can we combine with earlier check?
// if we enclose the bound completely, no need to check further children
p_enclosed = p_clip_rect.encloses(bound);
}
// if we are culled, and no children, no more needs doing
bool item_is_visible = ((!ci->commands.empty() && (p_enclosed ? true : p_clip_rect.intersects(global_rect, true))) || ci->vp_render || ci->copy_back_buffer);
if (!item_is_visible && !child_item_count) {
return;
}
if (ci->use_parent_material && p_material_owner) {
ci->material_owner = p_material_owner;
} else {
p_material_owner = ci;
ci->material_owner = nullptr;
}
Color modulate(ci->modulate.r * p_modulate.r, ci->modulate.g * p_modulate.g, ci->modulate.b * p_modulate.b, ci->modulate.a * p_modulate.a);
if (modulate.a < 0.007) {
return;
}
if (ci->children_order_dirty) {
ci->child_items.sort_custom<ItemIndexSort>();
ci->children_order_dirty = false;
}
Item **child_items = ci->child_items.ptrw();
if (ci->clip) {
if (p_canvas_clip != nullptr) {
ci->final_clip_rect = p_canvas_clip->final_clip_rect.clip(global_rect);
} else {
ci->final_clip_rect = global_rect;
}
ci->final_clip_rect.position = ci->final_clip_rect.position.round();
ci->final_clip_rect.size = ci->final_clip_rect.size.round();
ci->final_clip_owner = ci;
} else {
ci->final_clip_owner = p_canvas_clip;
}
if (ci->sort_y) {
if (ci->ysort_children_count == -1) {
ci->ysort_children_count = 0;
_collect_ysort_children(ci, Transform2D(), p_material_owner, Color(1, 1, 1, 1), nullptr, ci->ysort_children_count);
}
child_item_count = ci->ysort_children_count;
// NOTE : Use of alloca here in a recursive function could make it susceptible to stack overflow.
// This was present in the original Item code. Consider changing to make safer.
child_items = (Item **)alloca(child_item_count * sizeof(Item *));
int i = 0;
_collect_ysort_children(ci, Transform2D(), p_material_owner, Color(1, 1, 1, 1), child_items, i);
SortArray<Item *, ItemPtrSort> sorter;
sorter.sort(child_items, child_item_count);
}
if (ci->z_relative) {
p_z = CLAMP(p_z + ci->z_index, VS::CANVAS_ITEM_Z_MIN, VS::CANVAS_ITEM_Z_MAX);
} else {
p_z = ci->z_index;
}
for (int i = 0; i < child_item_count; i++) {
if (!child_items[i]->behind || (ci->sort_y && child_items[i]->sort_y)) {
continue;
}
if (ci->sort_y) {
_render_canvas_item_cull_by_node(child_items[i], final_xform * child_items[i]->ysort_xform, p_clip_rect, modulate * child_items[i]->ysort_modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner, p_enclosed);
} else {
_render_canvas_item_cull_by_node(child_items[i], final_xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner, p_enclosed);
}
}
if (ci->copy_back_buffer) {
ci->copy_back_buffer->screen_rect = final_xform.xform(ci->copy_back_buffer->rect).clip(p_clip_rect);
}
// something to draw?
if (item_is_visible) {
// Note : This has been moved to inside the (item_is_visible) check.
// It was OUTSIDE in the item culled code, which I suspect was incorrect.
// A redraw should not be issued if an item is not on screen?
// Even so, watch for regressions here.
if (ci->update_when_visible) {
VisualServerRaster::redraw_request(false);
}
// Note we have already stored ci->final_transform
// and ci->global_rect_cache, and made sure these are up to date.
ci->final_modulate = Color(modulate.r * ci->self_modulate.r, modulate.g * ci->self_modulate.g, modulate.b * ci->self_modulate.b, modulate.a * ci->self_modulate.a);
ci->light_masked = false;
int zidx = p_z - VS::CANVAS_ITEM_Z_MIN;
if (z_last_list[zidx]) {
z_last_list[zidx]->next = ci;
z_last_list[zidx] = ci;
} else {
z_list[zidx] = ci;
z_last_list[zidx] = ci;
}
ci->next = nullptr;
}
for (int i = 0; i < child_item_count; i++) {
if (child_items[i]->behind || (ci->sort_y && child_items[i]->sort_y)) {
continue;
}
if (ci->sort_y) {
_render_canvas_item_cull_by_node(child_items[i], final_xform * child_items[i]->ysort_xform, p_clip_rect, modulate * child_items[i]->ysort_modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, (Item *)child_items[i]->material_owner, p_enclosed);
} else {
_render_canvas_item_cull_by_node(child_items[i], final_xform, p_clip_rect, modulate, p_z, z_list, z_last_list, (Item *)ci->final_clip_owner, p_material_owner, p_enclosed);
}
}
}
@ -253,9 +615,47 @@ void VisualServerCanvas::render_canvas(Canvas *p_canvas, const Transform2D &p_tr
memset(z_list, 0, z_range * sizeof(RasterizerCanvas::Item *));
memset(z_last_list, 0, z_range * sizeof(RasterizerCanvas::Item *));
for (int i = 0; i < l; i++) {
_render_canvas_item(ci[i].item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr);
}
#ifdef VISUAL_SERVER_CANVAS_TIME_NODE_CULLING
bool measure = (Engine::get_singleton()->get_frames_drawn() % 100) == 0;
measure &= !Engine::get_singleton()->is_editor_hint();
if (measure) {
uint64_t totalA = 0;
uint64_t totalB = 0;
for (int i = 0; i < l; i++) {
uint64_t beforeB = OS::get_singleton()->get_ticks_usec();
_render_canvas_item_cull_by_item(ci[i].item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr);
uint64_t afterB = OS::get_singleton()->get_ticks_usec();
uint64_t beforeA = OS::get_singleton()->get_ticks_usec();
_prepare_tree_bounds(ci[i].item);
_render_canvas_item_cull_by_node(ci[i].item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr, false);
uint64_t afterA = OS::get_singleton()->get_ticks_usec();
totalA += afterA - beforeA;
totalB += afterB - beforeB;
} // for i
print_line("old : " + itos(totalB) + ", new : " + itos(totalA));
} // if measure
else {
#else
{
#endif
if (_canvas_cull_mode == CANVAS_CULL_MODE_NODE) {
for (int i = 0; i < l; i++) {
_prepare_tree_bounds(ci[i].item);
_render_canvas_item_cull_by_node(ci[i].item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr, false);
}
} else {
for (int i = 0; i < l; i++) {
_render_canvas_item_cull_by_item(ci[i].item, p_transform, p_clip_rect, Color(1, 1, 1, 1), 0, z_list, z_last_list, nullptr, nullptr);
}
}
} // if not measure
VSG::canvas_render->canvas_render_items_begin(p_canvas->modulate, p_lights, p_transform);
for (int i = 0; i < z_range; i++) {
@ -337,10 +737,21 @@ RID VisualServerCanvas::canvas_item_create() {
return canvas_item_owner.make_rid(canvas_item);
}
void VisualServerCanvas::canvas_item_set_name(RID p_item, String p_name) {
#ifdef VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
canvas_item->name = p_name;
#endif
}
void VisualServerCanvas::canvas_item_set_parent(RID p_item, RID p_parent) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
// dirty the item and any previous parents
_make_bound_dirty(canvas_item);
if (canvas_item->parent.is_valid()) {
if (canvas_owner.owns(canvas_item->parent)) {
Canvas *canvas = canvas_owner.get(canvas_item->parent);
@ -364,6 +775,8 @@ void VisualServerCanvas::canvas_item_set_parent(RID p_item, RID p_parent) {
ci.item = canvas_item;
canvas->child_items.push_back(ci);
canvas->children_order_dirty = true;
_make_bound_dirty(canvas_item);
} else if (canvas_item_owner.owns(p_parent)) {
Item *item_owner = canvas_item_owner.get(p_parent);
item_owner->child_items.push_back(canvas_item);
@ -373,19 +786,31 @@ void VisualServerCanvas::canvas_item_set_parent(RID p_item, RID p_parent) {
_mark_ysort_dirty(item_owner, canvas_item_owner);
}
// keep the integrity of the bounds when adding to avoid false
// warning flags, by forcing the added child to be dirty
canvas_item->bound_dirty = false;
canvas_item->parent = p_parent;
_make_bound_dirty_reparent(canvas_item);
} else {
ERR_FAIL_MSG("Invalid parent.");
}
}
canvas_item->parent = p_parent;
_check_bound_integrity(canvas_item);
}
void VisualServerCanvas::canvas_item_set_visible(RID p_item, bool p_visible) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
canvas_item->visible = p_visible;
// check for noop
if (p_visible != canvas_item->visible) {
canvas_item->visible = p_visible;
_make_bound_dirty(canvas_item, true);
}
// could this be enclosed in the noop? not sure
_mark_ysort_dirty(canvas_item, canvas_item_owner);
}
void VisualServerCanvas::canvas_item_set_light_mask(RID p_item, int p_mask) {
@ -393,6 +818,7 @@ void VisualServerCanvas::canvas_item_set_light_mask(RID p_item, int p_mask) {
ERR_FAIL_COND(!canvas_item);
canvas_item->light_mask = p_mask;
_check_bound_integrity(canvas_item);
}
void VisualServerCanvas::canvas_item_set_transform(RID p_item, const Transform2D &p_transform) {
@ -400,18 +826,28 @@ void VisualServerCanvas::canvas_item_set_transform(RID p_item, const Transform2D
ERR_FAIL_COND(!canvas_item);
canvas_item->xform = p_transform;
// Special case!
// Modifying the transform DOES NOT affect the local bound.
// It only affects the local bound of the PARENT node (if there is one).
if (canvas_item_owner.owns(canvas_item->parent)) {
Item *canvas_item_parent = canvas_item_owner.get(canvas_item->parent);
_make_bound_dirty(canvas_item_parent);
}
}
void VisualServerCanvas::canvas_item_set_clip(RID p_item, bool p_clip) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
canvas_item->clip = p_clip;
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_set_distance_field_mode(RID p_item, bool p_enable) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
canvas_item->distance_field = p_enable;
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
@ -419,18 +855,21 @@ void VisualServerCanvas::canvas_item_set_custom_rect(RID p_item, bool p_custom_r
canvas_item->custom_rect = p_custom_rect;
canvas_item->rect = p_rect;
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_set_modulate(RID p_item, const Color &p_color) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
canvas_item->modulate = p_color;
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_set_self_modulate(RID p_item, const Color &p_color) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
canvas_item->self_modulate = p_color;
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_set_draw_behind_parent(RID p_item, bool p_enable) {
@ -438,6 +877,7 @@ void VisualServerCanvas::canvas_item_set_draw_behind_parent(RID p_item, bool p_e
ERR_FAIL_COND(!canvas_item);
canvas_item->behind = p_enable;
_check_bound_integrity(canvas_item);
}
void VisualServerCanvas::canvas_item_set_update_when_visible(RID p_item, bool p_update) {
@ -445,6 +885,7 @@ void VisualServerCanvas::canvas_item_set_update_when_visible(RID p_item, bool p_
ERR_FAIL_COND(!canvas_item);
canvas_item->update_when_visible = p_update;
_check_bound_integrity(canvas_item);
}
void VisualServerCanvas::canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width, bool p_antialiased) {
@ -504,6 +945,7 @@ void VisualServerCanvas::canvas_item_add_line(RID p_item, const Point2 &p_from,
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(line);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {
@ -586,6 +1028,7 @@ void VisualServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Point
}
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(pline);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {
@ -609,6 +1052,7 @@ void VisualServerCanvas::canvas_item_add_multiline(RID p_item, const Vector<Poin
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(pline);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) {
@ -622,6 +1066,7 @@ void VisualServerCanvas::canvas_item_add_rect(RID p_item, const Rect2 &p_rect, c
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(rect);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) {
@ -635,6 +1080,7 @@ void VisualServerCanvas::canvas_item_add_circle(RID p_item, const Point2 &p_pos,
circle->radius = p_radius;
canvas_item->commands.push_back(circle);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile, const Color &p_modulate, bool p_transpose, RID p_normal_map) {
@ -668,6 +1114,7 @@ void VisualServerCanvas::canvas_item_add_texture_rect(RID p_item, const Rect2 &p
rect->normal_map = p_normal_map;
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(rect);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_texture_multirect_region(RID p_item, const Vector<Rect2> &p_rects, RID p_texture, const Vector<Rect2> &p_src_rects, const Color &p_modulate, uint32_t p_canvas_rect_flags, RID p_normal_map) {
@ -738,6 +1185,7 @@ void VisualServerCanvas::canvas_item_add_texture_rect_region(RID p_item, const R
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(rect);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, VS::NinePatchAxisMode p_x_axis_mode, VS::NinePatchAxisMode p_y_axis_mode, bool p_draw_center, const Color &p_modulate, RID p_normal_map) {
@ -761,6 +1209,7 @@ void VisualServerCanvas::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_r
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(style);
_make_bound_dirty(canvas_item);
}
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) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
@ -777,6 +1226,7 @@ void VisualServerCanvas::canvas_item_add_primitive(RID p_item, const Vector<Poin
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(prim);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, RID p_normal_map, bool p_antialiased) {
@ -807,6 +1257,7 @@ void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(polygon);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count, RID p_normal_map, bool p_antialiased, bool p_antialiasing_use_indices) {
@ -852,6 +1303,7 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(polygon);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) {
@ -863,6 +1315,7 @@ void VisualServerCanvas::canvas_item_add_set_transform(RID p_item, const Transfo
tr->xform = p_transform;
canvas_item->commands.push_back(tr);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform, const Color &p_modulate, RID p_texture, RID p_normal_map) {
@ -878,6 +1331,7 @@ void VisualServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, con
m->modulate = p_modulate;
canvas_item->commands.push_back(m);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
@ -894,6 +1348,7 @@ void VisualServerCanvas::canvas_item_add_particles(RID p_item, RID p_particles,
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(part);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture, RID p_normal_map) {
@ -908,6 +1363,7 @@ void VisualServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p
canvas_item->rect_dirty = true;
canvas_item->commands.push_back(mm);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_add_clip_ignore(RID p_item, bool p_ignore) {
@ -919,6 +1375,7 @@ void VisualServerCanvas::canvas_item_add_clip_ignore(RID p_item, bool p_ignore)
ci->ignore = p_ignore;
canvas_item->commands.push_back(ci);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
@ -927,6 +1384,7 @@ void VisualServerCanvas::canvas_item_set_sort_children_by_y(RID p_item, bool p_e
canvas_item->sort_y = p_enable;
_mark_ysort_dirty(canvas_item, canvas_item_owner);
_check_bound_integrity(canvas_item);
}
void VisualServerCanvas::canvas_item_set_z_index(RID p_item, int p_z) {
ERR_FAIL_COND(p_z < VS::CANVAS_ITEM_Z_MIN || p_z > VS::CANVAS_ITEM_Z_MAX);
@ -935,12 +1393,14 @@ void VisualServerCanvas::canvas_item_set_z_index(RID p_item, int p_z) {
ERR_FAIL_COND(!canvas_item);
canvas_item->z_index = p_z;
_check_bound_integrity(canvas_item);
}
void VisualServerCanvas::canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
canvas_item->z_relative = p_enable;
_check_bound_integrity(canvas_item);
}
Rect2 VisualServerCanvas::_debug_canvas_item_get_rect(RID p_item) {
@ -979,7 +1439,34 @@ void VisualServerCanvas::canvas_item_attach_skeleton(RID p_item, RID p_skeleton)
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
canvas_item->skeleton = p_skeleton;
if (_canvas_cull_mode == CANVAS_CULL_MODE_NODE) {
// No op?
if (canvas_item->skeleton == p_skeleton) {
return;
}
// Detach from any previous skeleton.
if (canvas_item->skeleton.is_valid()) {
VSG::storage->skeleton_attach_canvas_item(canvas_item->skeleton, p_item, false);
}
canvas_item->skeleton = p_skeleton;
// Attach to new skeleton.
if (p_skeleton.is_valid()) {
VSG::storage->skeleton_attach_canvas_item(p_skeleton, p_item, true);
}
_make_bound_dirty(canvas_item);
} else {
canvas_item->skeleton = p_skeleton;
}
}
void VisualServerCanvas::_canvas_item_skeleton_moved(RID p_item) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) {
@ -998,12 +1485,14 @@ void VisualServerCanvas::canvas_item_set_copy_to_backbuffer(RID p_item, bool p_e
canvas_item->copy_back_buffer->rect = p_rect;
canvas_item->copy_back_buffer->full = p_rect == Rect2();
}
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_clear(RID p_item) {
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);
_make_bound_dirty(canvas_item);
canvas_item->clear();
}
void VisualServerCanvas::canvas_item_set_draw_index(RID p_item, int p_index) {
@ -1023,6 +1512,7 @@ void VisualServerCanvas::canvas_item_set_draw_index(RID p_item, int p_index) {
canvas->children_order_dirty = true;
return;
}
_check_bound_integrity(canvas_item);
}
void VisualServerCanvas::canvas_item_set_material(RID p_item, RID p_material) {
@ -1030,6 +1520,7 @@ void VisualServerCanvas::canvas_item_set_material(RID p_item, RID p_material) {
ERR_FAIL_COND(!canvas_item);
canvas_item->material = p_material;
_make_bound_dirty(canvas_item);
}
void VisualServerCanvas::canvas_item_set_use_parent_material(RID p_item, bool p_enable) {
@ -1037,6 +1528,7 @@ void VisualServerCanvas::canvas_item_set_use_parent_material(RID p_item, bool p_
ERR_FAIL_COND(!canvas_item);
canvas_item->use_parent_material = p_enable;
_make_bound_dirty(canvas_item);
}
RID VisualServerCanvas::canvas_light_create() {
@ -1378,6 +1870,7 @@ bool VisualServerCanvas::free(RID p_rid) {
} else if (canvas_item_owner.owns(p_rid)) {
Item *canvas_item = canvas_item_owner.get(p_rid);
ERR_FAIL_COND_V(!canvas_item, true);
_make_bound_dirty(canvas_item);
if (canvas_item->parent.is_valid()) {
if (canvas_owner.owns(canvas_item->parent)) {
@ -1390,6 +1883,7 @@ bool VisualServerCanvas::free(RID p_rid) {
if (item_owner->sort_y) {
_mark_ysort_dirty(item_owner, canvas_item_owner);
}
_check_bound_integrity(item_owner);
}
}
@ -1465,11 +1959,120 @@ bool VisualServerCanvas::free(RID p_rid) {
return true;
}
#ifdef VISUAL_SERVER_CANVAS_CHECK_BOUNDS
// Debugging function to check that the bound dirty flags in the tree make sense.
// Any item that has is dirty, all parents should be dirty up to the root
// (except in hidden branches, which are not kept track of for performance reasons).
bool VisualServerCanvas::_check_bound_integrity(const Item *p_item) {
while (p_item) {
if (canvas_item_owner.owns(p_item->parent)) {
p_item = canvas_item_owner.get(p_item->parent);
} else {
return _check_bound_integrity_down(p_item, p_item->bound_dirty);
}
}
return true;
}
bool VisualServerCanvas::_check_bound_integrity_down(const Item *p_item, bool p_bound_dirty) {
// don't care about integrity into invisible branches
if (!p_item->visible) {
return true;
}
if (p_item->bound_dirty) {
if (!p_bound_dirty) {
_print_tree(p_item);
ERR_PRINT("bound integrity check failed");
return false;
}
}
// go through children
int child_item_count = p_item->child_items.size();
Item *const *child_items = p_item->child_items.ptr();
for (int n = 0; n < child_item_count; n++) {
if (!_check_bound_integrity_down(child_items[n], p_bound_dirty)) {
return false;
}
}
return true;
}
void VisualServerCanvas::_print_tree(const Item *p_item) {
const Item *highlight = p_item;
while (p_item) {
if (canvas_item_owner.owns(p_item->parent)) {
p_item = canvas_item_owner.get(p_item->parent);
} else {
_print_tree_down(0, 0, p_item, highlight);
return;
}
}
}
void VisualServerCanvas::_print_tree_down(int p_child_id, int p_depth, const Item *p_item, const Item *p_highlight, bool p_hidden) {
String sz;
for (int n = 0; n < p_depth; n++) {
sz += "\t";
}
if (p_item == p_highlight) {
sz += "* ";
}
sz += itos(p_child_id) + " ";
#ifdef VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
sz += p_item->name + "\t";
#endif
sz += String(Variant(p_item->global_rect_cache)) + " ";
if (!p_item->visible) {
sz += "(H) ";
p_hidden = true;
} else if (p_hidden) {
sz += "(HI) ";
}
if (p_item->bound_dirty) {
sz += "(dirty) ";
}
if (p_item->parent == RID()) {
sz += "(parent NULL) ";
}
print_line(sz);
// go through children
int child_item_count = p_item->child_items.size();
Item *const *child_items = p_item->child_items.ptr();
for (int n = 0; n < child_item_count; n++) {
_print_tree_down(n, p_depth + 1, child_items[n], p_highlight, p_hidden);
}
}
#endif
VisualServerCanvas::VisualServerCanvas() {
z_list = (RasterizerCanvas::Item **)memalloc(z_range * sizeof(RasterizerCanvas::Item *));
z_last_list = (RasterizerCanvas::Item **)memalloc(z_range * sizeof(RasterizerCanvas::Item *));
disable_scale = false;
int mode = GLOBAL_DEF("rendering/2d/options/culling_mode", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/options/culling_mode", PropertyInfo(Variant::INT, "rendering/2d/options/culling_mode", PROPERTY_HINT_ENUM, "Item,Node"));
switch (mode) {
default: {
_canvas_cull_mode = CANVAS_CULL_MODE_NODE;
} break;
case 0: {
_canvas_cull_mode = CANVAS_CULL_MODE_ITEM;
} break;
}
}
VisualServerCanvas::~VisualServerCanvas() {

View file

@ -32,6 +32,7 @@
#define VISUAL_SERVER_CANVAS_H
#include "rasterizer.h"
#include "visual_server_constants.h"
#include "visual_server_viewport.h"
class VisualServerCanvas {
@ -52,6 +53,9 @@ public:
Transform2D ysort_xform;
Vector2 ysort_pos;
int ysort_index;
#ifdef VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
String name;
#endif
Vector<Item *> child_items;
@ -154,13 +158,50 @@ public:
bool disable_scale;
private:
enum CanvasCullMode {
CANVAS_CULL_MODE_ITEM,
CANVAS_CULL_MODE_NODE,
};
CanvasCullMode _canvas_cull_mode = CANVAS_CULL_MODE_NODE;
void _render_canvas_item_tree(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights);
void _render_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner);
void _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights, int p_canvas_layer_id);
RasterizerCanvas::Item **z_list;
RasterizerCanvas::Item **z_last_list;
// 3.5 and earlier had no hierarchical culling.
void _render_canvas_item_cull_by_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner);
// Hierarchical culling by scene tree node ///////////////////////////////////
void _render_canvas_item_cull_by_node(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner, bool p_enclosed);
void _prepare_tree_bounds(Item *p_root);
void _calculate_canvas_item_bound(Item *p_canvas_item, Rect2 *r_branch_bound);
void _finalize_and_merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound);
void _merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound);
// If bounds flags are attempted to be modified multithreaded, the
// tree could become corrupt. Multithread access may not be possible,
// but just in case we use a mutex until proven otherwise.
Mutex _bound_mutex;
void _make_bound_dirty_reparent(Item *p_item);
void _make_bound_dirty(Item *p_item, bool p_changing_visibility = false);
void _make_bound_dirty_down(Item *p_item);
#ifdef VISUAL_SERVER_CANVAS_CHECK_BOUNDS
bool _check_bound_integrity(const Item *p_item);
bool _check_bound_integrity_down(const Item *p_item, bool p_bound_dirty);
void _print_tree(const Item *p_item);
void _print_tree_down(int p_child_id, int p_depth, const Item *p_item, const Item *p_highlight, bool p_hidden = false);
#else
bool _check_bound_integrity(const Item *p_item) { return true; }
#endif
//////////////////////////////////////////////////////////////////////////////
public:
void render_canvas(Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect, int p_canvas_layer_id);
@ -172,6 +213,7 @@ public:
RID canvas_item_create();
void canvas_item_set_parent(RID p_item, RID p_parent);
void canvas_item_set_name(RID p_item, String p_name);
void canvas_item_set_visible(RID p_item, bool p_visible);
void canvas_item_set_light_mask(RID p_item, int p_mask);
@ -208,16 +250,15 @@ public:
void canvas_item_set_z_index(RID p_item, int p_z);
void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect);
void canvas_item_clear(RID p_item);
void canvas_item_set_draw_index(RID p_item, int p_index);
void canvas_item_set_material(RID p_item, RID p_material);
void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
void canvas_item_attach_skeleton(RID p_item, RID p_skeleton);
void canvas_item_set_skeleton_relative_xform(RID p_item, Transform2D p_relative_xform);
Rect2 _debug_canvas_item_get_rect(RID p_item);
void canvas_item_clear(RID p_item);
void canvas_item_set_draw_index(RID p_item, int p_index);
void canvas_item_set_material(RID p_item, RID p_material);
void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
void _canvas_item_skeleton_moved(RID p_item);
RID canvas_light_create();
void canvas_light_attach_to_canvas(RID p_light, RID p_canvas);

View file

@ -0,0 +1,58 @@
/**************************************************************************/
/* visual_server_constants.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef VISUAL_SERVER_CONSTANTS_H
#define VISUAL_SERVER_CONSTANTS_H
// Use for constants etc that need not be included as often as VisualServer.h
// to reduce dependencies and prevent slow compilation.
// This is a "cheap" include, and can be used from scene side code as well as servers.
// Uncomment to provide comparison of node culling versus item culling
// #define VISUAL_SERVER_CANVAS_TIME_NODE_CULLING
// N.B. ONLY allow these defined in DEV_ENABLED builds, they will slow
// performance, and are only necessary to use for debugging.
#ifdef DEV_ENABLED
// Uncomment this define to store canvas item names in VisualServerCanvas.
// This is relatively expensive, but is invaluable for debugging the canvas scene tree
// especially using _print_tree() in VisualServerCanvas.
// #define VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
// Uncomment this define to verify local bounds of canvas items,
// to check that the hierarchical culling is working correctly.
// This is expensive.
// #define VISUAL_SERVER_CANVAS_CHECK_BOUNDS
#endif // DEV_ENABLED
#endif // VISUAL_SERVER_CONSTANTS_H

View file

@ -682,6 +682,7 @@ public:
BIND0R(RID, canvas_item_create)
BIND2(canvas_item_set_parent, RID, RID)
BIND2(canvas_item_set_name, RID, String)
BIND2(canvas_item_set_visible, RID, bool)
BIND2(canvas_item_set_light_mask, RID, int)

View file

@ -583,6 +583,7 @@ public:
FUNCRID(canvas_item)
FUNC2(canvas_item_set_parent, RID, RID)
FUNC2(canvas_item_set_name, RID, String)
FUNC2(canvas_item_set_visible, RID, bool)
FUNC2(canvas_item_set_light_mask, RID, int)

View file

@ -1009,6 +1009,7 @@ public:
virtual RID canvas_item_create() = 0;
virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0;
virtual void canvas_item_set_name(RID p_item, String p_name) = 0;
virtual void canvas_item_set_visible(RID p_item, bool p_visible) = 0;
virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0;