Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
This commit is contained in:
commit
fa82664419
12 changed files with 31 additions and 9 deletions
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@ -297,6 +297,15 @@ public:
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return bind_methodfi(METHOD_FLAGS_DEFAULT, bind, p_method_name, ptr, 7);
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}
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template <class N, class M>
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static MethodBind *bind_method(N p_method_name, M p_method, const Variant &p_def1, const Variant &p_def2, const Variant &p_def3, const Variant &p_def4, const Variant &p_def5, const Variant &p_def6, const Variant &p_def7, const Variant &p_def8) {
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MethodBind *bind = create_method_bind(p_method);
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const Variant *ptr[8] = { &p_def1, &p_def2, &p_def3, &p_def4, &p_def5, &p_def6, &p_def7, &p_def8 };
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return bind_methodfi(METHOD_FLAGS_DEFAULT, bind, p_method_name, ptr, 8);
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}
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template <class M>
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static MethodBind *bind_vararg_method(uint32_t p_flags, StringName p_name, M p_method, const MethodInfo &p_info = MethodInfo(), const Vector<Variant> &p_default_args = Vector<Variant>(), bool p_return_nil_is_variant = true) {
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@ -422,6 +422,8 @@
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</argument>
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<argument index="10" name="antialiased" type="bool" default="false">
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</argument>
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<argument index="11" name="antialiasing_use_indices" type="bool" default="false">
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</argument>
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<description>
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Adds a triangle array to the [CanvasItem]'s draw commands.
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</description>
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@ -1033,7 +1033,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
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#ifdef GLES_OVER_GL
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if (polygon->antialiased) {
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glEnable(GL_LINE_SMOOTH);
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_draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
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if (polygon->antialiasing_use_indices) {
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_draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
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} else {
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_draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
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}
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glDisable(GL_LINE_SMOOTH);
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}
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#endif
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@ -901,7 +901,11 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur
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#ifdef GLES_OVER_GL
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if (polygon->antialiased) {
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glEnable(GL_LINE_SMOOTH);
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_draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
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if (polygon->antialiasing_use_indices) {
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_draw_generic_indices(GL_LINE_STRIP, polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
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} else {
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_draw_generic(GL_LINE_LOOP, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1);
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}
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glDisable(GL_LINE_SMOOTH);
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}
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#endif
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@ -316,7 +316,7 @@ void Line2D::_draw() {
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lb.colors,
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lb.uvs, Vector<int>(), Vector<float>(),
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texture_rid, -1, RID(),
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_antialiased);
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_antialiased, true);
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// DEBUG
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// Draw wireframe
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@ -782,6 +782,7 @@ public:
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RID normal_map;
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int count;
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bool antialiased;
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bool antialiasing_use_indices;
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CommandPolygon() {
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type = TYPE_POLYGON;
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@ -778,12 +778,13 @@ void VisualServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2
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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->antialiasing_use_indices = false;
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(polygon);
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}
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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) {
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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) {
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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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@ -823,6 +824,7 @@ void VisualServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector
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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->antialiasing_use_indices = p_antialiasing_use_indices;
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canvas_item->rect_dirty = true;
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canvas_item->commands.push_back(polygon);
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@ -200,7 +200,7 @@ public:
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void 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::NINE_PATCH_STRETCH, VS::NinePatchAxisMode p_y_axis_mode = VS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID());
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void 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 = 1.0, RID p_normal_map = RID());
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void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false);
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void 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 = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), bool p_antialiased = false);
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void 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 = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), bool p_antialiased = false, bool p_antialiasing_use_indices = false);
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void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID());
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void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
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void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal);
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@ -602,7 +602,7 @@ public:
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BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
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BIND7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
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BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
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BIND11(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, bool)
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BIND12(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, bool, bool)
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BIND6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID)
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BIND4(canvas_item_add_multimesh, RID, RID, RID, RID)
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BIND4(canvas_item_add_particles, RID, RID, RID, RID)
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@ -520,7 +520,7 @@ public:
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FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
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FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
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FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
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FUNC11(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, bool)
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FUNC12(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, bool, bool)
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FUNC6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID)
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FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
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FUNC4(canvas_item_add_particles, RID, RID, RID, RID)
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@ -1974,7 +1974,7 @@ void VisualServer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("canvas_item_add_nine_patch", "item", "rect", "source", "texture", "topleft", "bottomright", "x_axis_mode", "y_axis_mode", "draw_center", "modulate", "normal_map"), &VisualServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()));
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ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &VisualServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID()));
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ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &VisualServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count", "normal_map", "antialiased"), &VisualServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count", "normal_map", "antialiased", "antialiasing_use_indices"), &VisualServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()), DEFVAL(false), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture", "normal_map"), &VisualServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()), DEFVAL(RID()));
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ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &VisualServer::canvas_item_add_multimesh, DEFVAL(RID()));
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ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map"), &VisualServer::canvas_item_add_particles);
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@ -903,7 +903,7 @@ public:
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virtual void 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, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID()) = 0;
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virtual void 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 = 1.0, RID p_normal_map = RID()) = 0;
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virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false) = 0;
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virtual void 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 = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), bool p_antialiased = false) = 0;
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virtual void 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 = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), bool p_antialiased = false, bool p_antialiasing_use_indices = false) = 0;
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virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID()) = 0;
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virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 0;
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virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map) = 0;
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