#include "renderer_canvas_render_rd.h"
#include "core/config/project_settings.h"
#include "core/math/geometry_2d.h"
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
#include "core/math/transform_interpolator.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) { … }
void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) { … }
void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) { … }
void RendererCanvasRenderRD::_update_transform_to_mat4(const Transform3D &p_transform, float *p_mat4) { … }
RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(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) { … }
void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) { … }
static RD::RenderPrimitive _primitive_type_to_render_primitive(RS::PrimitiveType p_primitive) { … }
_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) { … }
RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) { … }
RID RendererCanvasRenderRD::_get_pipeline_specialization_or_ubershader(CanvasShaderData *p_shader_data, PipelineKey &r_pipeline_key, PushConstant &r_push_constant, RID p_mesh_instance, void *p_surface, uint32_t p_surface_index, RID *r_vertex_array) { … }
void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info) { … }
RID RendererCanvasRenderRD::light_create() { … }
void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) { … }
void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) { … }
void RendererCanvasRenderRD::_update_shadow_atlas() { … }
void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) { … }
void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) { … }
void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) { … }
RID RendererCanvasRenderRD::occluder_polygon_create() { … }
void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) { … }
void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) { … }
void RendererCanvasRenderRD::CanvasShaderData::_clear_vertex_input_mask_cache() { … }
void RendererCanvasRenderRD::CanvasShaderData::_create_pipeline(PipelineKey p_pipeline_key) { … }
void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { … }
bool RendererCanvasRenderRD::CanvasShaderData::is_animated() const { … }
bool RendererCanvasRenderRD::CanvasShaderData::casts_shadows() const { … }
RS::ShaderNativeSourceCode RendererCanvasRenderRD::CanvasShaderData::get_native_source_code() const { … }
RID RendererCanvasRenderRD::CanvasShaderData::get_shader(ShaderVariant p_shader_variant, bool p_ubershader) const { … }
uint64_t RendererCanvasRenderRD::CanvasShaderData::get_vertex_input_mask(ShaderVariant p_shader_variant, bool p_ubershader) { … }
bool RendererCanvasRenderRD::CanvasShaderData::is_valid() const { … }
RendererCanvasRenderRD::CanvasShaderData::CanvasShaderData() { … }
RendererCanvasRenderRD::CanvasShaderData::~CanvasShaderData() { … }
RendererRD::MaterialStorage::ShaderData *RendererCanvasRenderRD::_create_shader_func() { … }
bool RendererCanvasRenderRD::CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { … }
RendererCanvasRenderRD::CanvasMaterialData::~CanvasMaterialData() { … }
RendererRD::MaterialStorage::MaterialData *RendererCanvasRenderRD::_create_material_func(CanvasShaderData *p_shader) { … }
void RendererCanvasRenderRD::set_time(double p_time) { … }
void RendererCanvasRenderRD::update() { … }
RendererCanvasRenderRD::RendererCanvasRenderRD() { … }
bool RendererCanvasRenderRD::free(RID p_rid) { … }
void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) { … }
void RendererCanvasRenderRD::set_debug_redraw(bool p_enabled, double p_time, const Color &p_color) { … }
uint32_t RendererCanvasRenderRD::get_pipeline_compilations(RS::PipelineSource p_source) { … }
void RendererCanvasRenderRD::_render_batch_items(RenderTarget p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info) { … }
void RendererCanvasRenderRD::_record_item_commands(const Item *p_item, RenderTarget p_render_target, const Transform2D &p_base_transform, Item *&r_current_clip, Light *p_lights, uint32_t &r_index, bool &r_batch_broken, bool &r_sdf_used, Batch *&r_current_batch) { … }
void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info) { … }
RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) { … }
void RendererCanvasRenderRD::_add_to_batch(uint32_t &r_index, bool &r_batch_broken, Batch *&r_current_batch) { … }
void RendererCanvasRenderRD::_allocate_instance_buffer() { … }
void RendererCanvasRenderRD::_prepare_batch_texture_info(Batch *p_current_batch, RID p_texture) const { … }
RendererCanvasRenderRD::~RendererCanvasRenderRD() { … }