Let TileMap apply its material
So when a material is set, every tile will be rendered with that. Quadrants will not be recreated, so a `CanvasItem` will exist per material per quadrant regardless a global material is set. This makes also __Use parent material__ work for `TileMap`s. Closes #9996.
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3bb5abbc35
3 changed files with 39 additions and 2 deletions
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@ -291,10 +291,10 @@ public:
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RID get_canvas() const;
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Ref<World2D> get_world_2d() const;
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void set_material(const Ref<Material> &p_material);
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virtual void set_material(const Ref<Material> &p_material);
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Ref<Material> get_material() const;
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void set_use_parent_material(bool p_use_parent_material);
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virtual void set_use_parent_material(bool p_use_parent_material);
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bool get_use_parent_material() const;
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Ref<InputEvent> make_input_local(const Ref<InputEvent> &pevent) const;
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@ -336,6 +336,7 @@ void TileMap::_update_dirty_quadrants() {
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if (mat.is_valid())
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vs->canvas_item_set_material(canvas_item, mat->get_rid());
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vs->canvas_item_set_parent(canvas_item, get_canvas_item());
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_update_item_material_state(canvas_item);
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Transform2D xform;
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xform.set_origin(q.pos);
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vs->canvas_item_set_transform(canvas_item, xform);
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@ -782,6 +783,35 @@ void TileMap::_clear_quadrants() {
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}
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}
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void TileMap::set_material(const Ref<Material> &p_material) {
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CanvasItem::set_material(p_material);
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_update_all_items_material_state();
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}
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void TileMap::set_use_parent_material(bool p_use_parent_material) {
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CanvasItem::set_use_parent_material(p_use_parent_material);
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_update_all_items_material_state();
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}
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void TileMap::_update_all_items_material_state() {
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for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
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Quadrant &q = E->get();
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for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
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_update_item_material_state(E->get());
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}
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}
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}
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void TileMap::_update_item_material_state(const RID &p_canvas_item) {
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VS::get_singleton()->canvas_item_set_use_parent_material(p_canvas_item, get_use_parent_material() || get_material().is_valid());
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}
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void TileMap::clear() {
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_clear_quadrants();
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@ -183,6 +183,9 @@ private:
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void _update_quadrant_transform();
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void _recompute_rect_cache();
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void _update_all_items_material_state();
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_FORCE_INLINE_ void _update_item_material_state(const RID &p_canvas_item);
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_FORCE_INLINE_ int _get_quadrant_size() const;
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void _set_tile_data(const PoolVector<int> &p_data);
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@ -278,6 +281,10 @@ public:
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virtual void set_light_mask(int p_light_mask);
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virtual void set_material(const Ref<Material> &p_material);
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virtual void set_use_parent_material(bool p_use_parent_material);
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void clear();
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TileMap();
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