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-rw-r--r--scene/resources/animation.cpp4
-rw-r--r--scene/resources/animation.h2
-rw-r--r--scene/resources/audio_stream_sample.h2
-rw-r--r--scene/resources/bit_mask.cpp4
-rw-r--r--scene/resources/box_shape.cpp4
-rw-r--r--scene/resources/capsule_shape_2d.cpp2
-rw-r--r--scene/resources/circle_shape_2d.cpp2
-rw-r--r--scene/resources/color_ramp.cpp56
-rw-r--r--scene/resources/color_ramp.h10
-rw-r--r--scene/resources/concave_polygon_shape_2d.cpp2
-rw-r--r--scene/resources/convex_polygon_shape_2d.cpp2
-rw-r--r--scene/resources/default_theme/default_theme.cpp12
-rw-r--r--scene/resources/environment.cpp441
-rw-r--r--scene/resources/environment.h92
-rw-r--r--scene/resources/font.cpp8
-rw-r--r--scene/resources/font.h2
-rw-r--r--scene/resources/material.cpp318
-rw-r--r--scene/resources/material.h70
-rw-r--r--scene/resources/mesh.cpp1008
-rw-r--r--scene/resources/mesh.h62
-rw-r--r--scene/resources/mesh_data_tool.cpp6
-rw-r--r--scene/resources/mesh_data_tool.h4
-rw-r--r--scene/resources/mesh_library.h2
-rw-r--r--scene/resources/multimesh.h2
-rw-r--r--scene/resources/polygon_path_finder.cpp2
-rw-r--r--scene/resources/primitive_meshes.cpp1454
-rw-r--r--scene/resources/primitive_meshes.h312
-rw-r--r--scene/resources/segment_shape_2d.cpp6
-rw-r--r--scene/resources/shader_graph.h2
-rw-r--r--scene/resources/shape.cpp4
-rw-r--r--scene/resources/shape.h8
-rw-r--r--scene/resources/shape_line_2d.cpp2
-rw-r--r--scene/resources/sky_box.cpp490
-rw-r--r--scene/resources/sky_box.h137
-rw-r--r--scene/resources/style_box.cpp49
-rw-r--r--scene/resources/style_box.h6
-rw-r--r--scene/resources/surface_tool.cpp6
-rw-r--r--scene/resources/surface_tool.h2
-rw-r--r--scene/resources/texture.cpp148
-rw-r--r--scene/resources/texture.h43
-rw-r--r--scene/resources/theme.h2
-rw-r--r--scene/resources/world.cpp17
-rw-r--r--scene/resources/world.h7
-rw-r--r--scene/resources/world_2d.cpp15
-rw-r--r--scene/resources/world_2d.h4
45 files changed, 3708 insertions, 1125 deletions
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index 545c700354..459d3ffe41 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -1133,7 +1133,7 @@ Variant Animation::_cubic_interpolate(const Variant &p_pre_a, const Variant &p_a
Rect2 pb = p_post_b;
return Rect2(
- a.pos.cubic_interpolate(b.pos, pa.pos, pb.pos, p_c),
+ a.position.cubic_interpolate(b.position, pa.position, pb.position, p_c),
a.size.cubic_interpolate(b.size, pa.size, pb.size, p_c));
} break;
@@ -1165,7 +1165,7 @@ Variant Animation::_cubic_interpolate(const Variant &p_pre_a, const Variant &p_a
Rect3 pb = p_post_b;
return Rect3(
- a.pos.cubic_interpolate(b.pos, pa.pos, pb.pos, p_c),
+ a.position.cubic_interpolate(b.position, pa.position, pb.position, p_c),
a.size.cubic_interpolate(b.size, pa.size, pb.size, p_c));
} break;
default: {
diff --git a/scene/resources/animation.h b/scene/resources/animation.h
index ef5befac65..b363f2b666 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -37,7 +37,7 @@
class Animation : public Resource {
GDCLASS(Animation, Resource);
- RES_BASE_EXTENSION("anm");
+ RES_BASE_EXTENSION("anim");
public:
enum TrackType {
diff --git a/scene/resources/audio_stream_sample.h b/scene/resources/audio_stream_sample.h
index 84d450e3f2..cd02df512f 100644
--- a/scene/resources/audio_stream_sample.h
+++ b/scene/resources/audio_stream_sample.h
@@ -84,7 +84,7 @@ public:
class AudioStreamSample : public AudioStream {
GDCLASS(AudioStreamSample, AudioStream)
- RES_BASE_EXTENSION("smp")
+ RES_BASE_EXTENSION("sample")
public:
enum Format {
diff --git a/scene/resources/bit_mask.cpp b/scene/resources/bit_mask.cpp
index e512f8a968..a473067937 100644
--- a/scene/resources/bit_mask.cpp
+++ b/scene/resources/bit_mask.cpp
@@ -67,9 +67,9 @@ void BitMap::set_bit_rect(const Rect2 &p_rect, bool p_value) {
Rect2i current = Rect2i(0, 0, width, height).clip(p_rect);
uint8_t *data = bitmask.ptr();
- for (int i = current.pos.x; i < current.pos.x + current.size.x; i++) {
+ for (int i = current.position.x; i < current.position.x + current.size.x; i++) {
- for (int j = current.pos.y; j < current.pos.y + current.size.y; j++) {
+ for (int j = current.position.y; j < current.position.y + current.size.y; j++) {
int ofs = width * j + i;
int bbyte = ofs / 8;
diff --git a/scene/resources/box_shape.cpp b/scene/resources/box_shape.cpp
index fedfc71313..d5c25b718e 100644
--- a/scene/resources/box_shape.cpp
+++ b/scene/resources/box_shape.cpp
@@ -34,8 +34,8 @@ Vector<Vector3> BoxShape::_gen_debug_mesh_lines() {
Vector<Vector3> lines;
Rect3 aabb;
- aabb.pos = -get_extents();
- aabb.size = aabb.pos * -2;
+ aabb.position = -get_extents();
+ aabb.size = aabb.position * -2;
for (int i = 0; i < 12; i++) {
Vector3 a, b;
diff --git a/scene/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp
index 3f41526bcb..20177692a1 100644
--- a/scene/resources/capsule_shape_2d.cpp
+++ b/scene/resources/capsule_shape_2d.cpp
@@ -80,7 +80,7 @@ Rect2 CapsuleShape2D::get_rect() const {
Vector2 he = Point2(get_radius(), get_radius() + get_height() * 0.5);
Rect2 rect;
- rect.pos = -he;
+ rect.position = -he;
rect.size = he * 2.0;
return rect;
}
diff --git a/scene/resources/circle_shape_2d.cpp b/scene/resources/circle_shape_2d.cpp
index 4512e1c4a9..1b7e09ddfb 100644
--- a/scene/resources/circle_shape_2d.cpp
+++ b/scene/resources/circle_shape_2d.cpp
@@ -58,7 +58,7 @@ void CircleShape2D::_bind_methods() {
Rect2 CircleShape2D::get_rect() const {
Rect2 rect;
- rect.pos = -Point2(get_radius(), get_radius());
+ rect.position = -Point2(get_radius(), get_radius());
rect.size = Point2(get_radius(), get_radius()) * 2.0;
return rect;
}
diff --git a/scene/resources/color_ramp.cpp b/scene/resources/color_ramp.cpp
index 3c58a76998..3cf8845189 100644
--- a/scene/resources/color_ramp.cpp
+++ b/scene/resources/color_ramp.cpp
@@ -36,7 +36,7 @@
#define COLOR_RAMP_SET_OFFSETS "set_offsets"
#define COLOR_RAMP_SET_COLORS "set_colors"
-ColorRamp::ColorRamp() {
+Gradient::Gradient() {
//Set initial color ramp transition from black to white
points.resize(2);
points[0].color = Color(0, 0, 0, 1);
@@ -46,35 +46,35 @@ ColorRamp::ColorRamp() {
is_sorted = true;
}
-ColorRamp::~ColorRamp() {
+Gradient::~Gradient() {
}
-void ColorRamp::_bind_methods() {
+void Gradient::_bind_methods() {
- ClassDB::bind_method(D_METHOD("add_point", "offset", "color"), &ColorRamp::add_point);
- ClassDB::bind_method(D_METHOD("remove_point", "offset", "color"), &ColorRamp::remove_point);
+ ClassDB::bind_method(D_METHOD("add_point", "offset", "color"), &Gradient::add_point);
+ ClassDB::bind_method(D_METHOD("remove_point", "offset", "color"), &Gradient::remove_point);
- ClassDB::bind_method(D_METHOD("set_offset", "point", "offset"), &ColorRamp::set_offset);
- ClassDB::bind_method(D_METHOD("get_offset", "point"), &ColorRamp::get_offset);
+ ClassDB::bind_method(D_METHOD("set_offset", "point", "offset"), &Gradient::set_offset);
+ ClassDB::bind_method(D_METHOD("get_offset", "point"), &Gradient::get_offset);
- ClassDB::bind_method(D_METHOD("set_color", "point", "color"), &ColorRamp::set_color);
- ClassDB::bind_method(D_METHOD("get_color", "point"), &ColorRamp::get_color);
+ ClassDB::bind_method(D_METHOD("set_color", "point", "color"), &Gradient::set_color);
+ ClassDB::bind_method(D_METHOD("get_color", "point"), &Gradient::get_color);
- ClassDB::bind_method(D_METHOD("interpolate", "offset"), &ColorRamp::get_color_at_offset);
+ ClassDB::bind_method(D_METHOD("interpolate", "offset"), &Gradient::get_color_at_offset);
- ClassDB::bind_method(D_METHOD("get_point_count"), &ColorRamp::get_points_count);
+ ClassDB::bind_method(D_METHOD("get_point_count"), &Gradient::get_points_count);
- ClassDB::bind_method(D_METHOD(COLOR_RAMP_SET_OFFSETS, "offsets"), &ColorRamp::set_offsets);
- ClassDB::bind_method(D_METHOD(COLOR_RAMP_GET_OFFSETS), &ColorRamp::get_offsets);
+ ClassDB::bind_method(D_METHOD(COLOR_RAMP_SET_OFFSETS, "offsets"), &Gradient::set_offsets);
+ ClassDB::bind_method(D_METHOD(COLOR_RAMP_GET_OFFSETS), &Gradient::get_offsets);
- ClassDB::bind_method(D_METHOD(COLOR_RAMP_SET_COLORS, "colors"), &ColorRamp::set_colors);
- ClassDB::bind_method(D_METHOD(COLOR_RAMP_GET_COLORS), &ColorRamp::get_colors);
+ ClassDB::bind_method(D_METHOD(COLOR_RAMP_SET_COLORS, "colors"), &Gradient::set_colors);
+ ClassDB::bind_method(D_METHOD(COLOR_RAMP_GET_COLORS), &Gradient::get_colors);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "offsets"), COLOR_RAMP_SET_OFFSETS, COLOR_RAMP_GET_OFFSETS);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "colors"), COLOR_RAMP_SET_COLORS, COLOR_RAMP_GET_COLORS);
}
-Vector<float> ColorRamp::get_offsets() const {
+Vector<float> Gradient::get_offsets() const {
Vector<float> offsets;
offsets.resize(points.size());
for (int i = 0; i < points.size(); i++) {
@@ -83,7 +83,7 @@ Vector<float> ColorRamp::get_offsets() const {
return offsets;
}
-Vector<Color> ColorRamp::get_colors() const {
+Vector<Color> Gradient::get_colors() const {
Vector<Color> colors;
colors.resize(points.size());
for (int i = 0; i < points.size(); i++) {
@@ -92,7 +92,7 @@ Vector<Color> ColorRamp::get_colors() const {
return colors;
}
-void ColorRamp::set_offsets(const Vector<float> &p_offsets) {
+void Gradient::set_offsets(const Vector<float> &p_offsets) {
points.resize(p_offsets.size());
for (int i = 0; i < points.size(); i++) {
points[i].offset = p_offsets[i];
@@ -101,7 +101,7 @@ void ColorRamp::set_offsets(const Vector<float> &p_offsets) {
emit_signal(CoreStringNames::get_singleton()->changed);
}
-void ColorRamp::set_colors(const Vector<Color> &p_colors) {
+void Gradient::set_colors(const Vector<Color> &p_colors) {
if (points.size() < p_colors.size())
is_sorted = false;
points.resize(p_colors.size());
@@ -111,11 +111,11 @@ void ColorRamp::set_colors(const Vector<Color> &p_colors) {
emit_signal(CoreStringNames::get_singleton()->changed);
}
-Vector<ColorRamp::Point> &ColorRamp::get_points() {
+Vector<Gradient::Point> &Gradient::get_points() {
return points;
}
-void ColorRamp::add_point(float p_offset, const Color &p_color) {
+void Gradient::add_point(float p_offset, const Color &p_color) {
Point p;
p.offset = p_offset;
@@ -126,7 +126,7 @@ void ColorRamp::add_point(float p_offset, const Color &p_color) {
emit_signal(CoreStringNames::get_singleton()->changed);
}
-void ColorRamp::remove_point(int p_index) {
+void Gradient::remove_point(int p_index) {
ERR_FAIL_INDEX(p_index, points.size());
ERR_FAIL_COND(points.size() <= 2);
@@ -134,13 +134,13 @@ void ColorRamp::remove_point(int p_index) {
emit_signal(CoreStringNames::get_singleton()->changed);
}
-void ColorRamp::set_points(Vector<ColorRamp::Point> &p_points) {
+void Gradient::set_points(Vector<Gradient::Point> &p_points) {
points = p_points;
is_sorted = false;
emit_signal(CoreStringNames::get_singleton()->changed);
}
-void ColorRamp::set_offset(int pos, const float offset) {
+void Gradient::set_offset(int pos, const float offset) {
if (points.size() <= pos)
points.resize(pos + 1);
points[pos].offset = offset;
@@ -148,13 +148,13 @@ void ColorRamp::set_offset(int pos, const float offset) {
emit_signal(CoreStringNames::get_singleton()->changed);
}
-float ColorRamp::get_offset(int pos) const {
+float Gradient::get_offset(int pos) const {
if (points.size() > pos)
return points[pos].offset;
return 0; //TODO: Maybe throw some error instead?
}
-void ColorRamp::set_color(int pos, const Color &color) {
+void Gradient::set_color(int pos, const Color &color) {
if (points.size() <= pos) {
points.resize(pos + 1);
is_sorted = false;
@@ -163,12 +163,12 @@ void ColorRamp::set_color(int pos, const Color &color) {
emit_signal(CoreStringNames::get_singleton()->changed);
}
-Color ColorRamp::get_color(int pos) const {
+Color Gradient::get_color(int pos) const {
if (points.size() > pos)
return points[pos].color;
return Color(0, 0, 0, 1); //TODO: Maybe throw some error instead?
}
-int ColorRamp::get_points_count() const {
+int Gradient::get_points_count() const {
return points.size();
}
diff --git a/scene/resources/color_ramp.h b/scene/resources/color_ramp.h
index e231e9fc52..d7ec20b324 100644
--- a/scene/resources/color_ramp.h
+++ b/scene/resources/color_ramp.h
@@ -32,9 +32,9 @@
#include "resource.h"
-class ColorRamp : public Resource {
- GDCLASS(ColorRamp, Resource);
- OBJ_SAVE_TYPE(ColorRamp);
+class Gradient : public Resource {
+ GDCLASS(Gradient, Resource);
+ OBJ_SAVE_TYPE(Gradient);
public:
struct Point {
@@ -54,8 +54,8 @@ protected:
static void _bind_methods();
public:
- ColorRamp();
- virtual ~ColorRamp();
+ Gradient();
+ virtual ~Gradient();
void add_point(float p_offset, const Color &p_color);
void remove_point(int p_index);
diff --git a/scene/resources/concave_polygon_shape_2d.cpp b/scene/resources/concave_polygon_shape_2d.cpp
index 653540a663..b8c931421e 100644
--- a/scene/resources/concave_polygon_shape_2d.cpp
+++ b/scene/resources/concave_polygon_shape_2d.cpp
@@ -68,7 +68,7 @@ Rect2 ConcavePolygonShape2D::get_rect() const {
PoolVector<Vector2>::Read r = s.read();
for (int i = 0; i < len; i++) {
if (i == 0)
- rect.pos = r[i];
+ rect.position = r[i];
else
rect.expand_to(r[i]);
}
diff --git a/scene/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp
index fcbf66c8cd..e13f7faf70 100644
--- a/scene/resources/convex_polygon_shape_2d.cpp
+++ b/scene/resources/convex_polygon_shape_2d.cpp
@@ -78,7 +78,7 @@ Rect2 ConvexPolygonShape2D::get_rect() const {
Rect2 rect;
for (int i = 0; i < points.size(); i++) {
if (i == 0)
- rect.pos = points[i];
+ rect.position = points[i];
else
rect.expand_to(points[i]);
}
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 7e5065a03b..668a8ff66f 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -138,8 +138,8 @@ static Ref<BitmapFont> make_font(int p_height, int p_ascent, int p_valign, int p
int chr = c[0];
Rect2 frect;
- frect.pos.x = c[1];
- frect.pos.y = c[2];
+ frect.position.x = c[1];
+ frect.position.y = c[2];
frect.size.x = c[3];
frect.size.y = c[4];
Point2 align(c[5], c[6] + p_valign);
@@ -170,8 +170,8 @@ static Ref<BitmapFont> make_font2(int p_height, int p_ascent, int p_charcount, c
int chr = c[0];
Rect2 frect;
- frect.pos.x = c[1];
- frect.pos.y = c[2];
+ frect.position.x = c[1];
+ frect.position.y = c[2];
frect.size.x = c[3];
frect.size.y = c[4];
Point2 align(c[6], c[5]);
@@ -626,6 +626,9 @@ void fill_default_theme(Ref<Theme> &t, const Ref<Font> &default_font, const Ref<
t->set_stylebox("title_button_normal", "Tree", make_stylebox(tree_title_png, 4, 4, 4, 4));
t->set_stylebox("title_button_pressed", "Tree", make_stylebox(tree_title_pressed_png, 4, 4, 4, 4));
t->set_stylebox("title_button_hover", "Tree", make_stylebox(tree_title_png, 4, 4, 4, 4));
+ t->set_stylebox("custom_button", "Tree", sb_button_normal);
+ t->set_stylebox("custom_button_pressed", "Tree", sb_button_pressed);
+ t->set_stylebox("custom_button_hover", "Tree", sb_button_hover);
t->set_icon("checked", "Tree", make_icon(checked_png));
t->set_icon("unchecked", "Tree", make_icon(unchecked_png));
@@ -645,6 +648,7 @@ void fill_default_theme(Ref<Theme> &t, const Ref<Font> &default_font, const Ref<
t->set_color("guide_color", "Tree", Color(0, 0, 0, 0.1));
t->set_color("drop_position_color", "Tree", Color(1, 0.3, 0.2));
t->set_color("relationship_line_color", "Tree", Color::html("464646"));
+ t->set_color("custom_button_font_highlight", "Tree", control_font_color_hover);
t->set_constant("hseparation", "Tree", 4 * scale);
t->set_constant("vseparation", "Tree", 4 * scale);
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index 96871cc944..a435ba06cc 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -44,21 +44,21 @@ void Environment::set_background(BGMode p_bg) {
_change_notify();
}
-void Environment::set_skybox(const Ref<SkyBox> &p_skybox) {
+void Environment::set_sky(const Ref<Sky> &p_sky) {
- bg_skybox = p_skybox;
+ bg_sky = p_sky;
RID sb_rid;
- if (bg_skybox.is_valid())
- sb_rid = bg_skybox->get_rid();
+ if (bg_sky.is_valid())
+ sb_rid = bg_sky->get_rid();
- VS::get_singleton()->environment_set_skybox(environment, sb_rid);
+ VS::get_singleton()->environment_set_sky(environment, sb_rid);
}
-void Environment::set_skybox_scale(float p_scale) {
+void Environment::set_sky_scale(float p_scale) {
- bg_skybox_scale = p_scale;
- VS::get_singleton()->environment_set_skybox_scale(environment, p_scale);
+ bg_sky_scale = p_scale;
+ VS::get_singleton()->environment_set_sky_scale(environment, p_scale);
}
void Environment::set_bg_color(const Color &p_color) {
@@ -79,31 +79,31 @@ void Environment::set_canvas_max_layer(int p_max_layer) {
void Environment::set_ambient_light_color(const Color &p_color) {
ambient_color = p_color;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_skybox_contribution);
+ VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution);
}
void Environment::set_ambient_light_energy(float p_energy) {
ambient_energy = p_energy;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_skybox_contribution);
+ VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution);
}
-void Environment::set_ambient_light_skybox_contribution(float p_energy) {
+void Environment::set_ambient_light_sky_contribution(float p_energy) {
- ambient_skybox_contribution = p_energy;
- VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_skybox_contribution);
+ ambient_sky_contribution = p_energy;
+ VS::get_singleton()->environment_set_ambient_light(environment, ambient_color, ambient_energy, ambient_sky_contribution);
}
Environment::BGMode Environment::get_background() const {
return bg_mode;
}
-Ref<SkyBox> Environment::get_skybox() const {
+Ref<Sky> Environment::get_sky() const {
- return bg_skybox;
+ return bg_sky;
}
-float Environment::get_skybox_scale() const {
+float Environment::get_sky_scale() const {
- return bg_skybox_scale;
+ return bg_sky_scale;
}
Color Environment::get_bg_color() const {
@@ -126,9 +126,9 @@ float Environment::get_ambient_light_energy() const {
return ambient_energy;
}
-float Environment::get_ambient_light_skybox_contribution() const {
+float Environment::get_ambient_light_sky_contribution() const {
- return ambient_skybox_contribution;
+ return ambient_sky_contribution;
}
void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
@@ -217,6 +217,7 @@ void Environment::set_adjustment_enable(bool p_enable) {
adjustment_enabled = p_enable;
VS::get_singleton()->environment_set_adjustment(environment, adjustment_enabled, adjustment_brightness, adjustment_contrast, adjustment_saturation, adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
+ _change_notify();
}
bool Environment::is_adjustment_enabled() const {
@@ -266,29 +267,56 @@ Ref<Texture> Environment::get_adjustment_color_correction() const {
void Environment::_validate_property(PropertyInfo &property) const {
- if (property.name == "background/skybox" || property.name == "background/skybox_scale" || property.name == "ambient_light/skybox_contribution") {
- if (bg_mode != BG_SKYBOX) {
+ if (property.name == "background_sky" || property.name == "background_sky_scale" || property.name == "ambient_light/sky_contribution") {
+ if (bg_mode != BG_SKY) {
property.usage = PROPERTY_USAGE_NOEDITOR;
}
}
- if (property.name == "background/color") {
+ if (property.name == "background_color") {
if (bg_mode != BG_COLOR) {
property.usage = PROPERTY_USAGE_NOEDITOR;
}
}
- if (property.name == "background/canvas_max_layer") {
+ if (property.name == "background_canvas_max_layer") {
if (bg_mode != BG_CANVAS) {
property.usage = PROPERTY_USAGE_NOEDITOR;
}
}
+
+ static const char *hide_prefixes[] = {
+ "fog_",
+ "auto_exposure_",
+ "ss_reflections_",
+ "ssao_",
+ "dof_blur_far_",
+ "dof_blur_near_",
+ "glow_",
+ "adjustment_",
+ NULL
+
+ };
+
+ const char **prefixes = hide_prefixes;
+ while (*prefixes) {
+ String prefix = String(*prefixes);
+
+ String enabled = prefix + "enabled";
+ if (property.name.begins_with(prefix) && property.name != enabled && !bool(get(enabled))) {
+ property.usage = PROPERTY_USAGE_NOEDITOR;
+ return;
+ }
+
+ prefixes++;
+ }
}
void Environment::set_ssr_enabled(bool p_enable) {
ssr_enabled = p_enable;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+ VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
+ _change_notify();
}
bool Environment::is_ssr_enabled() const {
@@ -299,57 +327,47 @@ bool Environment::is_ssr_enabled() const {
void Environment::set_ssr_max_steps(int p_steps) {
ssr_max_steps = p_steps;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+ VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
int Environment::get_ssr_max_steps() const {
return ssr_max_steps;
}
-void Environment::set_ssr_accel(float p_accel) {
+void Environment::set_ssr_fade_in(float p_fade_in) {
- ssr_accel = p_accel;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+ ssr_fade_in = p_fade_in;
+ VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
-float Environment::get_ssr_accel() const {
+float Environment::get_ssr_fade_in() const {
- return ssr_accel;
+ return ssr_fade_in;
}
-void Environment::set_ssr_fade(float p_fade) {
+void Environment::set_ssr_fade_out(float p_fade_out) {
- ssr_fade = p_fade;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+ ssr_fade_out = p_fade_out;
+ VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
-float Environment::get_ssr_fade() const {
+float Environment::get_ssr_fade_out() const {
- return ssr_fade;
+ return ssr_fade_out;
}
void Environment::set_ssr_depth_tolerance(float p_depth_tolerance) {
ssr_depth_tolerance = p_depth_tolerance;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+ VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
float Environment::get_ssr_depth_tolerance() const {
return ssr_depth_tolerance;
}
-void Environment::set_ssr_smooth(bool p_enable) {
-
- ssr_smooth = p_enable;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
-}
-bool Environment::is_ssr_smooth() const {
-
- return ssr_smooth;
-}
-
void Environment::set_ssr_rough(bool p_enable) {
ssr_roughness = p_enable;
- VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_accel, ssr_fade, ssr_depth_tolerance, ssr_smooth, ssr_roughness);
+ VS::get_singleton()->environment_set_ssr(environment, ssr_enabled, ssr_max_steps, ssr_fade_in, ssr_fade_out, ssr_depth_tolerance, ssr_roughness);
}
bool Environment::is_ssr_rough() const {
@@ -360,6 +378,7 @@ void Environment::set_ssao_enabled(bool p_enable) {
ssao_enabled = p_enable;
VS::get_singleton()->environment_set_ssao(environment, ssao_enabled, ssao_radius, ssao_intensity, ssao_radius2, ssao_intensity2, ssao_bias, ssao_direct_light_affect, ssao_color, ssao_blur);
+ _change_notify();
}
bool Environment::is_ssao_enabled() const {
@@ -453,6 +472,7 @@ void Environment::set_glow_enabled(bool p_enabled) {
glow_enabled = p_enabled;
VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_treshold, glow_hdr_bleed_treshold, glow_bicubic_upscale);
+ _change_notify();
}
bool Environment::is_glow_enabled() const {
@@ -558,6 +578,7 @@ void Environment::set_dof_blur_far_enabled(bool p_enable) {
dof_blur_far_enabled = p_enable;
VS::get_singleton()->environment_set_dof_blur_far(environment, dof_blur_far_enabled, dof_blur_far_distance, dof_blur_far_transition, dof_blur_far_amount, VS::EnvironmentDOFBlurQuality(dof_blur_far_quality));
+ _change_notify();
}
bool Environment::is_dof_blur_far_enabled() const {
@@ -610,6 +631,7 @@ void Environment::set_dof_blur_near_enabled(bool p_enable) {
dof_blur_near_enabled = p_enable;
VS::get_singleton()->environment_set_dof_blur_near(environment, dof_blur_near_enabled, dof_blur_near_distance, dof_blur_near_transition, dof_blur_near_amount, VS::EnvironmentDOFBlurQuality(dof_blur_near_quality));
+ _change_notify();
}
bool Environment::is_dof_blur_near_enabled() const {
@@ -661,39 +683,260 @@ Environment::DOFBlurQuality Environment::get_dof_blur_near_quality() const {
return dof_blur_near_quality;
}
+void Environment::set_fog_enabled(bool p_enabled) {
+
+ fog_enabled = p_enabled;
+ VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+ _change_notify();
+}
+
+bool Environment::is_fog_enabled() const {
+
+ return fog_enabled;
+}
+
+void Environment::set_fog_color(const Color &p_color) {
+
+ fog_color = p_color;
+ VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+}
+Color Environment::get_fog_color() const {
+
+ return fog_color;
+}
+
+void Environment::set_fog_sun_color(const Color &p_color) {
+
+ fog_sun_color = p_color;
+ VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+}
+Color Environment::get_fog_sun_color() const {
+
+ return fog_sun_color;
+}
+
+void Environment::set_fog_sun_amount(float p_amount) {
+
+ fog_sun_amount = p_amount;
+ VS::get_singleton()->environment_set_fog(environment, fog_enabled, fog_color, fog_sun_color, fog_sun_amount);
+}
+float Environment::get_fog_sun_amount() const {
+
+ return fog_sun_amount;
+}
+
+void Environment::set_fog_depth_enabled(bool p_enabled) {
+
+ fog_depth_enabled = p_enabled;
+ VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+}
+bool Environment::is_fog_depth_enabled() const {
+
+ return fog_depth_enabled;
+}
+
+void Environment::set_fog_depth_begin(float p_distance) {
+
+ fog_depth_begin = p_distance;
+ VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+}
+float Environment::get_fog_depth_begin() const {
+
+ return fog_depth_begin;
+}
+
+void Environment::set_fog_depth_curve(float p_curve) {
+
+ fog_depth_curve = p_curve;
+ VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+}
+float Environment::get_fog_depth_curve() const {
+
+ return fog_depth_curve;
+}
+
+void Environment::set_fog_transmit_enabled(bool p_enabled) {
+
+ fog_transmit_enabled = p_enabled;
+ VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+}
+bool Environment::is_fog_transmit_enabled() const {
+
+ return fog_transmit_enabled;
+}
+
+void Environment::set_fog_transmit_curve(float p_curve) {
+
+ fog_transmit_curve = p_curve;
+ VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve);
+}
+float Environment::get_fog_transmit_curve() const {
+
+ return fog_transmit_curve;
+}
+
+void Environment::set_fog_height_enabled(bool p_enabled) {
+
+ fog_height_enabled = p_enabled;
+ VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
+}
+bool Environment::is_fog_height_enabled() const {
+
+ return fog_height_enabled;
+}
+
+void Environment::set_fog_height_min(float p_distance) {
+
+ fog_height_min = p_distance;
+ VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
+}
+float Environment::get_fog_height_min() const {
+
+ return fog_height_min;
+}
+
+void Environment::set_fog_height_max(float p_distance) {
+
+ fog_height_max = p_distance;
+ VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
+}
+float Environment::get_fog_height_max() const {
+
+ return fog_height_max;
+}
+
+void Environment::set_fog_height_curve(float p_distance) {
+
+ fog_height_curve = p_distance;
+ VS::get_singleton()->environment_set_fog_height(environment, fog_height_enabled, fog_height_min, fog_height_max, fog_height_curve);
+}
+float Environment::get_fog_height_curve() const {
+
+ return fog_height_curve;
+}
+
void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background);
- ClassDB::bind_method(D_METHOD("set_skybox", "skybox:CubeMap"), &Environment::set_skybox);
- ClassDB::bind_method(D_METHOD("set_skybox_scale", "scale"), &Environment::set_skybox_scale);
+ ClassDB::bind_method(D_METHOD("set_sky", "sky:CubeMap"), &Environment::set_sky);
+ ClassDB::bind_method(D_METHOD("set_sky_scale", "scale"), &Environment::set_sky_scale);
ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color);
ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy);
ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer);
ClassDB::bind_method(D_METHOD("set_ambient_light_color", "color"), &Environment::set_ambient_light_color);
ClassDB::bind_method(D_METHOD("set_ambient_light_energy", "energy"), &Environment::set_ambient_light_energy);
- ClassDB::bind_method(D_METHOD("set_ambient_light_skybox_contribution", "energy"), &Environment::set_ambient_light_skybox_contribution);
+ ClassDB::bind_method(D_METHOD("set_ambient_light_sky_contribution", "energy"), &Environment::set_ambient_light_sky_contribution);
ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background);
- ClassDB::bind_method(D_METHOD("get_skybox:CubeMap"), &Environment::get_skybox);
- ClassDB::bind_method(D_METHOD("get_skybox_scale"), &Environment::get_skybox_scale);
+ ClassDB::bind_method(D_METHOD("get_sky:CubeMap"), &Environment::get_sky);
+ ClassDB::bind_method(D_METHOD("get_sky_scale"), &Environment::get_sky_scale);
ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color);
ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy);
ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer);
ClassDB::bind_method(D_METHOD("get_ambient_light_color"), &Environment::get_ambient_light_color);
ClassDB::bind_method(D_METHOD("get_ambient_light_energy"), &Environment::get_ambient_light_energy);
- ClassDB::bind_method(D_METHOD("get_ambient_light_skybox_contribution"), &Environment::get_ambient_light_skybox_contribution);
+ ClassDB::bind_method(D_METHOD("get_ambient_light_sky_contribution"), &Environment::get_ambient_light_sky_contribution);
ADD_GROUP("Background", "background_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Skybox,Canvas,Keep"), "set_background", "get_background");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_skybox", PROPERTY_HINT_RESOURCE_TYPE, "SkyBox"), "set_skybox", "get_skybox");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_skybox_scale", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_skybox_scale", "get_skybox_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Canvas,Keep"), "set_background", "get_background");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_scale", PROPERTY_HINT_RANGE, "0,32,0.01"), "set_sky_scale", "get_sky_scale");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy");
ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer");
ADD_GROUP("Ambient Light", "ambient_light_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ambient_light_color"), "set_ambient_light_color", "get_ambient_light_color");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_ambient_light_energy", "get_ambient_light_energy");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_skybox_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_skybox_contribution", "get_ambient_light_skybox_contribution");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "ambient_light_sky_contribution", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ambient_light_sky_contribution", "get_ambient_light_sky_contribution");
+
+ ClassDB::bind_method(D_METHOD("set_fog_enabled", "enabled"), &Environment::set_fog_enabled);
+ ClassDB::bind_method(D_METHOD("is_fog_enabled"), &Environment::is_fog_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_fog_color", "color"), &Environment::set_fog_color);
+ ClassDB::bind_method(D_METHOD("get_fog_color"), &Environment::get_fog_color);
+
+ ClassDB::bind_method(D_METHOD("set_fog_sun_color", "color"), &Environment::set_fog_sun_color);
+ ClassDB::bind_method(D_METHOD("get_fog_sun_color"), &Environment::get_fog_sun_color);
+
+ ClassDB::bind_method(D_METHOD("set_fog_sun_amount", "amount"), &Environment::set_fog_sun_amount);
+ ClassDB::bind_method(D_METHOD("get_fog_sun_amount"), &Environment::get_fog_sun_amount);
+
+ ClassDB::bind_method(D_METHOD("set_fog_depth_enabled", "enabled"), &Environment::set_fog_depth_enabled);
+ ClassDB::bind_method(D_METHOD("is_fog_depth_enabled"), &Environment::is_fog_depth_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin);
+ ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin);
+
+ ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve);
+ ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve);
+
+ ClassDB::bind_method(D_METHOD("set_fog_transmit_enabled", "enabled"), &Environment::set_fog_transmit_enabled);
+ ClassDB::bind_method(D_METHOD("is_fog_transmit_enabled"), &Environment::is_fog_transmit_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_fog_transmit_curve", "curve"), &Environment::set_fog_transmit_curve);
+ ClassDB::bind_method(D_METHOD("get_fog_transmit_curve"), &Environment::get_fog_transmit_curve);
+
+ ClassDB::bind_method(D_METHOD("set_fog_height_enabled", "enabled"), &Environment::set_fog_height_enabled);
+ ClassDB::bind_method(D_METHOD("is_fog_height_enabled"), &Environment::is_fog_height_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_fog_height_min", "height"), &Environment::set_fog_height_min);
+ ClassDB::bind_method(D_METHOD("get_fog_height_min"), &Environment::get_fog_height_min);
+
+ ClassDB::bind_method(D_METHOD("set_fog_height_max", "height"), &Environment::set_fog_height_max);
+ ClassDB::bind_method(D_METHOD("get_fog_height_max"), &Environment::get_fog_height_max);
+
+ ClassDB::bind_method(D_METHOD("set_fog_height_curve", "curve"), &Environment::set_fog_height_curve);
+ ClassDB::bind_method(D_METHOD("get_fog_height_curve"), &Environment::get_fog_height_curve);
+
+ ADD_GROUP("Fog", "fog_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_enabled"), "set_fog_enabled", "is_fog_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_color"), "set_fog_color", "get_fog_color");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "fog_sun_color"), "set_fog_sun_color", "get_fog_sun_color");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_sun_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fog_sun_amount", "get_fog_sun_amount");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_depth_enabled"), "set_fog_depth_enabled", "is_fog_depth_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1"), "set_fog_depth_begin", "get_fog_depth_begin");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_transmit_enabled"), "set_fog_transmit_enabled", "is_fog_transmit_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_transmit_curve", PROPERTY_HINT_EXP_EASING), "set_fog_transmit_curve", "get_fog_transmit_curve");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_height_enabled"), "set_fog_height_enabled", "is_fog_height_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_min", PROPERTY_HINT_RANGE, "-4000,4000,0.1"), "set_fog_height_min", "get_fog_height_min");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_max", PROPERTY_HINT_RANGE, "-4000,4000,0.1"), "set_fog_height_max", "get_fog_height_max");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_height_curve", PROPERTY_HINT_EXP_EASING), "set_fog_height_curve", "get_fog_height_curve");
+
+ ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment::set_tonemapper);
+ ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment::get_tonemapper);
+
+ ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment::set_tonemap_exposure);
+ ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment::get_tonemap_exposure);
+
+ ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment::set_tonemap_white);
+ ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white);
+
+ ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment::set_tonemap_auto_exposure);
+ ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment::get_tonemap_auto_exposure);
+
+ ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment::set_tonemap_auto_exposure_max);
+ ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment::get_tonemap_auto_exposure_max);
+
+ ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment::set_tonemap_auto_exposure_min);
+ ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment::get_tonemap_auto_exposure_min);
+
+ ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment::set_tonemap_auto_exposure_speed);
+ ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment::get_tonemap_auto_exposure_speed);
+
+ ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment::set_tonemap_auto_exposure_grey);
+ ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey);
+
+ ADD_GROUP("Tonemap", "tonemap_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reindhart,Filmic,Aces"), "set_tonemapper", "get_tonemapper");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
+ ADD_GROUP("Auto Exposure", "auto_exposure_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_exposure_enabled"), "set_tonemap_auto_exposure", "get_tonemap_auto_exposure");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_grey", "get_tonemap_auto_exposure_grey");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_min_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_min", "get_tonemap_auto_exposure_min");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_max_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_max", "get_tonemap_auto_exposure_max");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_exposure_speed", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_speed", "get_tonemap_auto_exposure_speed");
ClassDB::bind_method(D_METHOD("set_ssr_enabled", "enabled"), &Environment::set_ssr_enabled);
ClassDB::bind_method(D_METHOD("is_ssr_enabled"), &Environment::is_ssr_enabled);
@@ -701,18 +944,15 @@ void Environment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_ssr_max_steps", "max_steps"), &Environment::set_ssr_max_steps);
ClassDB::bind_method(D_METHOD("get_ssr_max_steps"), &Environment::get_ssr_max_steps);
- ClassDB::bind_method(D_METHOD("set_ssr_accel", "accel"), &Environment::set_ssr_accel);
- ClassDB::bind_method(D_METHOD("get_ssr_accel"), &Environment::get_ssr_accel);
+ ClassDB::bind_method(D_METHOD("set_ssr_fade_in", "fade_in"), &Environment::set_ssr_fade_in);
+ ClassDB::bind_method(D_METHOD("get_ssr_fade_in"), &Environment::get_ssr_fade_in);
- ClassDB::bind_method(D_METHOD("set_ssr_fade", "fade"), &Environment::set_ssr_fade);
- ClassDB::bind_method(D_METHOD("get_ssr_fade"), &Environment::get_ssr_fade);
+ ClassDB::bind_method(D_METHOD("set_ssr_fade_out", "fade_out"), &Environment::set_ssr_fade_out);
+ ClassDB::bind_method(D_METHOD("get_ssr_fade_out"), &Environment::get_ssr_fade_out);
ClassDB::bind_method(D_METHOD("set_ssr_depth_tolerance", "depth_tolerance"), &Environment::set_ssr_depth_tolerance);
ClassDB::bind_method(D_METHOD("get_ssr_depth_tolerance"), &Environment::get_ssr_depth_tolerance);
- ClassDB::bind_method(D_METHOD("set_ssr_smooth", "smooth"), &Environment::set_ssr_smooth);
- ClassDB::bind_method(D_METHOD("is_ssr_smooth"), &Environment::is_ssr_smooth);
-
ClassDB::bind_method(D_METHOD("set_ssr_rough", "rough"), &Environment::set_ssr_rough);
ClassDB::bind_method(D_METHOD("is_ssr_rough"), &Environment::is_ssr_rough);
@@ -720,9 +960,9 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_enabled"), "set_ssr_enabled", "is_ssr_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "ss_reflections_max_steps", PROPERTY_HINT_RANGE, "1,512,1"), "set_ssr_max_steps", "get_ssr_max_steps");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_accel", PROPERTY_HINT_RANGE, "0,4,0.01"), "set_ssr_accel", "get_ssr_accel");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade", PROPERTY_HINT_EXP_EASING), "set_ssr_fade", "get_ssr_fade");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_in", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_in", "get_ssr_fade_in");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_fade_out", PROPERTY_HINT_EXP_EASING), "set_ssr_fade_out", "get_ssr_fade_out");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.1,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_accel_smooth"), "set_ssr_smooth", "is_ssr_smooth");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ss_reflections_roughness"), "set_ssr_rough", "is_ssr_rough");
ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);
@@ -852,41 +1092,6 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled");
- ClassDB::bind_method(D_METHOD("set_tonemapper", "mode"), &Environment::set_tonemapper);
- ClassDB::bind_method(D_METHOD("get_tonemapper"), &Environment::get_tonemapper);
-
- ClassDB::bind_method(D_METHOD("set_tonemap_exposure", "exposure"), &Environment::set_tonemap_exposure);
- ClassDB::bind_method(D_METHOD("get_tonemap_exposure"), &Environment::get_tonemap_exposure);
-
- ClassDB::bind_method(D_METHOD("set_tonemap_white", "white"), &Environment::set_tonemap_white);
- ClassDB::bind_method(D_METHOD("get_tonemap_white"), &Environment::get_tonemap_white);
-
- ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure", "auto_exposure"), &Environment::set_tonemap_auto_exposure);
- ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure"), &Environment::get_tonemap_auto_exposure);
-
- ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_max", "exposure_max"), &Environment::set_tonemap_auto_exposure_max);
- ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_max"), &Environment::get_tonemap_auto_exposure_max);
-
- ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_min", "exposure_min"), &Environment::set_tonemap_auto_exposure_min);
- ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_min"), &Environment::get_tonemap_auto_exposure_min);
-
- ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_speed", "exposure_speed"), &Environment::set_tonemap_auto_exposure_speed);
- ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_speed"), &Environment::get_tonemap_auto_exposure_speed);
-
- ClassDB::bind_method(D_METHOD("set_tonemap_auto_exposure_grey", "exposure_grey"), &Environment::set_tonemap_auto_exposure_grey);
- ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey);
-
- ADD_GROUP("Tonemap", "tonemap_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reindhart,Filmic,Aces"), "set_tonemapper", "get_tonemapper");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white");
- ADD_GROUP("Auto Exposure", "auto_exposure_");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "auto_expoure_enabled"), "set_tonemap_auto_exposure", "get_tonemap_auto_exposure");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_expoure_scale", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_grey", "get_tonemap_auto_exposure_grey");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_expoure_min_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_min", "get_tonemap_auto_exposure_min");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_expoure_max_luma", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_auto_exposure_max", "get_tonemap_auto_exposure_max");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "auto_expoure_speed", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_tonemap_auto_exposure_speed", "get_tonemap_auto_exposure_speed");
-
ClassDB::bind_method(D_METHOD("set_adjustment_enable", "enabled"), &Environment::set_adjustment_enable);
ClassDB::bind_method(D_METHOD("is_adjustment_enabled"), &Environment::is_adjustment_enabled);
@@ -909,12 +1114,12 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::REAL, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_adjustment_color_correction", "get_adjustment_color_correction");
- GLOBAL_DEF("rendering/skybox/irradiance_cube_resolution", 256);
+ GLOBAL_DEF("rendering/sky/irradiance_cube_resolution", 256);
BIND_CONSTANT(BG_KEEP);
BIND_CONSTANT(BG_CLEAR_COLOR);
BIND_CONSTANT(BG_COLOR);
- BIND_CONSTANT(BG_SKYBOX);
+ BIND_CONSTANT(BG_SKY);
BIND_CONSTANT(BG_CANVAS);
BIND_CONSTANT(BG_MAX);
BIND_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
@@ -933,11 +1138,11 @@ void Environment::_bind_methods() {
Environment::Environment() {
bg_mode = BG_CLEAR_COLOR;
- bg_skybox_scale = 1.0;
+ bg_sky_scale = 1.0;
bg_energy = 1.0;
bg_canvas_max_layer = 0;
ambient_energy = 1.0;
- ambient_skybox_contribution = 0;
+ ambient_sky_contribution = 0;
tone_mapper = TONE_MAPPER_LINEAR;
tonemap_exposure = 1.0;
@@ -961,10 +1166,9 @@ Environment::Environment() {
ssr_enabled = false;
ssr_max_steps = 64;
- ssr_accel = 0.04;
- ssr_fade = 2.0;
+ ssr_fade_in = 0.15;
+ ssr_fade_out = 2.0;
ssr_depth_tolerance = 0.2;
- ssr_smooth = true;
ssr_roughness = true;
ssao_enabled = false;
@@ -997,6 +1201,27 @@ Environment::Environment() {
dof_blur_near_transition = 1;
dof_blur_near_amount = 0.1;
dof_blur_near_quality = DOF_BLUR_QUALITY_MEDIUM;
+
+ fog_enabled = false;
+ fog_color = Color(0.5, 0.5, 0.5);
+ fog_sun_color = Color(0.8, 0.8, 0.0);
+ fog_sun_amount = 0;
+
+ fog_depth_enabled = true;
+
+ fog_depth_begin = 10;
+ fog_depth_curve = 1;
+
+ fog_transmit_enabled = false;
+ fog_transmit_curve = 1;
+
+ fog_height_enabled = false;
+ fog_height_min = 0;
+ fog_height_max = 100;
+ fog_height_curve = 1;
+
+ set_fog_color(Color(0.5, 0.6, 0.7));
+ set_fog_sun_color(Color(1.0, 0.9, 0.7));
}
Environment::~Environment() {
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index 9014a9f5c2..7eda8506b5 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -44,7 +44,7 @@ public:
BG_CLEAR_COLOR,
BG_COLOR,
- BG_SKYBOX,
+ BG_SKY,
BG_CANVAS,
BG_KEEP,
BG_MAX
@@ -74,14 +74,14 @@ private:
RID environment;
BGMode bg_mode;
- Ref<SkyBox> bg_skybox;
- float bg_skybox_scale;
+ Ref<Sky> bg_sky;
+ float bg_sky_scale;
Color bg_color;
float bg_energy;
int bg_canvas_max_layer;
Color ambient_color;
float ambient_energy;
- float ambient_skybox_contribution;
+ float ambient_sky_contribution;
ToneMapper tone_mapper;
float tonemap_exposure;
@@ -100,10 +100,9 @@ private:
bool ssr_enabled;
int ssr_max_steps;
- float ssr_accel;
- float ssr_fade;
+ float ssr_fade_in;
+ float ssr_fade_out;
float ssr_depth_tolerance;
- bool ssr_smooth;
bool ssr_roughness;
bool ssao_enabled;
@@ -138,30 +137,47 @@ private:
float dof_blur_near_amount;
DOFBlurQuality dof_blur_near_quality;
+ bool fog_enabled;
+ Color fog_color;
+ Color fog_sun_color;
+ float fog_sun_amount;
+
+ bool fog_depth_enabled;
+ float fog_depth_begin;
+ float fog_depth_curve;
+
+ bool fog_transmit_enabled;
+ float fog_transmit_curve;
+
+ bool fog_height_enabled;
+ float fog_height_min;
+ float fog_height_max;
+ float fog_height_curve;
+
protected:
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const;
public:
void set_background(BGMode p_bg);
- void set_skybox(const Ref<SkyBox> &p_skybox);
- void set_skybox_scale(float p_scale);
+ void set_sky(const Ref<Sky> &p_sky);
+ void set_sky_scale(float p_scale);
void set_bg_color(const Color &p_color);
void set_bg_energy(float p_energy);
void set_canvas_max_layer(int p_max_layer);
void set_ambient_light_color(const Color &p_color);
void set_ambient_light_energy(float p_energy);
- void set_ambient_light_skybox_contribution(float p_energy);
+ void set_ambient_light_sky_contribution(float p_energy);
BGMode get_background() const;
- Ref<SkyBox> get_skybox() const;
- float get_skybox_scale() const;
+ Ref<Sky> get_sky() const;
+ float get_sky_scale() const;
Color get_bg_color() const;
float get_bg_energy() const;
int get_canvas_max_layer() const;
Color get_ambient_light_color() const;
float get_ambient_light_energy() const;
- float get_ambient_light_skybox_contribution() const;
+ float get_ambient_light_sky_contribution() const;
void set_tonemapper(ToneMapper p_tone_mapper);
ToneMapper get_tonemapper() const;
@@ -208,18 +224,15 @@ public:
void set_ssr_max_steps(int p_steps);
int get_ssr_max_steps() const;
- void set_ssr_accel(float p_accel);
- float get_ssr_accel() const;
+ void set_ssr_fade_in(float p_transition);
+ float get_ssr_fade_in() const;
- void set_ssr_fade(float p_transition);
- float get_ssr_fade() const;
+ void set_ssr_fade_out(float p_transition);
+ float get_ssr_fade_out() const;
void set_ssr_depth_tolerance(float p_depth_tolerance);
float get_ssr_depth_tolerance() const;
- void set_ssr_smooth(bool p_enable);
- bool is_ssr_smooth() const;
-
void set_ssr_rough(bool p_enable);
bool is_ssr_rough() const;
@@ -307,6 +320,45 @@ public:
void set_dof_blur_near_quality(DOFBlurQuality p_quality);
DOFBlurQuality get_dof_blur_near_quality() const;
+ void set_fog_enabled(bool p_enabled);
+ bool is_fog_enabled() const;
+
+ void set_fog_color(const Color &p_color);
+ Color get_fog_color() const;
+
+ void set_fog_sun_color(const Color &p_color);
+ Color get_fog_sun_color() const;
+
+ void set_fog_sun_amount(float p_amount);
+ float get_fog_sun_amount() const;
+
+ void set_fog_depth_enabled(bool p_enabled);
+ bool is_fog_depth_enabled() const;
+
+ void set_fog_depth_begin(float p_distance);
+ float get_fog_depth_begin() const;
+
+ void set_fog_depth_curve(float p_curve);
+ float get_fog_depth_curve() const;
+
+ void set_fog_transmit_enabled(bool p_enabled);
+ bool is_fog_transmit_enabled() const;
+
+ void set_fog_transmit_curve(float p_curve);
+ float get_fog_transmit_curve() const;
+
+ void set_fog_height_enabled(bool p_enabled);
+ bool is_fog_height_enabled() const;
+
+ void set_fog_height_min(float p_distance);
+ float get_fog_height_min() const;
+
+ void set_fog_height_max(float p_distance);
+ float get_fog_height_max() const;
+
+ void set_fog_height_curve(float p_distance);
+ float get_fog_height_curve() const;
+
virtual RID get_rid() const;
Environment();
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index 692dc47677..225a42f651 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -120,8 +120,8 @@ PoolVector<int> BitmapFont::_get_chars() const {
const Character *c = char_map.getptr(*key);
chars.push_back(*key);
chars.push_back(c->texture_idx);
- chars.push_back(c->rect.pos.x);
- chars.push_back(c->rect.pos.y);
+ chars.push_back(c->rect.position.x);
+ chars.push_back(c->rect.position.y);
chars.push_back(c->rect.size.x);
chars.push_back(c->rect.size.y);
@@ -272,9 +272,9 @@ Error BitmapFont::create_from_fnt(const String &p_string) {
Rect2 rect;
if (keys.has("x"))
- rect.pos.x = keys["x"].to_int();
+ rect.position.x = keys["x"].to_int();
if (keys.has("y"))
- rect.pos.y = keys["y"].to_int();
+ rect.position.y = keys["y"].to_int();
if (keys.has("width"))
rect.size.width = keys["width"].to_int();
if (keys.has("height"))
diff --git a/scene/resources/font.h b/scene/resources/font.h
index 20978acccd..a04ffbdd4b 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -66,7 +66,7 @@ public:
class BitmapFont : public Font {
GDCLASS(BitmapFont, Font);
- RES_BASE_EXTENSION("fnt");
+ RES_BASE_EXTENSION("font");
Vector<Ref<Texture> > textures;
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 48299d566c..ce88325539 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -181,7 +181,7 @@ void SpatialMaterial::init_shaders() {
shader_names->albedo = "albedo";
shader_names->specular = "specular";
shader_names->roughness = "roughness";
- shader_names->metalness = "metalness";
+ shader_names->metallic = "metallic";
shader_names->emission = "emission";
shader_names->emission_energy = "emission_energy";
shader_names->normal_scale = "normal_scale";
@@ -190,10 +190,9 @@ void SpatialMaterial::init_shaders() {
shader_names->clearcoat = "clearcoat";
shader_names->clearcoat_gloss = "clearcoat_gloss";
shader_names->anisotropy = "anisotropy_ratio";
- shader_names->height_scale = "height_scale";
+ shader_names->depth_scale = "depth_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
shader_names->refraction = "refraction";
- shader_names->refraction_roughness = "refraction_roughness";
shader_names->point_size = "point_size";
shader_names->uv1_scale = "uv1_scale";
shader_names->uv1_offset = "uv1_offset";
@@ -203,19 +202,21 @@ void SpatialMaterial::init_shaders() {
shader_names->particle_h_frames = "particle_h_frames";
shader_names->particle_v_frames = "particle_v_frames";
shader_names->particles_anim_loop = "particles_anim_loop";
+ shader_names->depth_min_layers = "depth_min_layers";
+ shader_names->depth_max_layers = "depth_max_layers";
shader_names->texture_names[TEXTURE_ALBEDO] = "texture_albedo";
- shader_names->texture_names[TEXTURE_SPECULAR] = "texture_specular";
+ shader_names->texture_names[TEXTURE_METALLIC] = "texture_metallic";
+ shader_names->texture_names[TEXTURE_ROUGHNESS] = "texture_roughness";
shader_names->texture_names[TEXTURE_EMISSION] = "texture_emission";
shader_names->texture_names[TEXTURE_NORMAL] = "texture_normal";
shader_names->texture_names[TEXTURE_RIM] = "texture_rim";
shader_names->texture_names[TEXTURE_CLEARCOAT] = "texture_clearcoat";
shader_names->texture_names[TEXTURE_FLOWMAP] = "texture_flowmap";
shader_names->texture_names[TEXTURE_AMBIENT_OCCLUSION] = "texture_ambient_occlusion";
- shader_names->texture_names[TEXTURE_HEIGHT] = "texture_height";
+ shader_names->texture_names[TEXTURE_DEPTH] = "texture_depth";
shader_names->texture_names[TEXTURE_SUBSURFACE_SCATTERING] = "texture_subsurface_scattering";
shader_names->texture_names[TEXTURE_REFRACTION] = "texture_refraction";
- shader_names->texture_names[TEXTURE_REFRACTION_ROUGHNESS] = "texture_refraction_roughness";
shader_names->texture_names[TEXTURE_DETAIL_MASK] = "texture_detail_mask";
shader_names->texture_names[TEXTURE_DETAIL_ALBEDO] = "texture_detail_albedo";
shader_names->texture_names[TEXTURE_DETAIL_NORMAL] = "texture_detail_normal";
@@ -266,7 +267,12 @@ void SpatialMaterial::_update_shader() {
case BLEND_MODE_MUL: code += "blend_mul"; break;
}
- switch (depth_draw_mode) {
+ DepthDrawMode ddm = depth_draw_mode;
+ if (features[FEATURE_REFRACTION]) {
+ ddm = DEPTH_DRAW_ALWAYS;
+ }
+
+ switch (ddm) {
case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break;
case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break;
case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break;
@@ -278,6 +284,12 @@ void SpatialMaterial::_update_shader() {
case CULL_FRONT: code += ",cull_front"; break;
case CULL_DISABLED: code += ",cull_disabled"; break;
}
+ switch (diffuse_mode) {
+ case DIFFUSE_LAMBERT: code += ",diffuse_lambert"; break;
+ case DIFFUSE_HALF_LAMBERT: code += ",diffuse_half_lambert"; break;
+ case DIFFUSE_OREN_NAYAR: code += ",diffuse_oren_nayar"; break;
+ case DIFFUSE_BURLEY: code += ",diffuse_burley"; break;
+ }
if (flags[FLAG_UNSHADED]) {
code += ",unshaded";
@@ -290,15 +302,13 @@ void SpatialMaterial::_update_shader() {
code += "uniform vec4 albedo : hint_color;\n";
code += "uniform sampler2D texture_albedo : hint_albedo;\n";
- if (specular_mode == SPECULAR_MODE_SPECULAR) {
- code += "uniform vec4 specular : hint_color;\n";
- } else {
- code += "uniform float metalness;\n";
- }
+ code += "uniform float specular;\n";
+ code += "uniform float metallic;\n";
code += "uniform float roughness : hint_range(0,1);\n";
code += "uniform float point_size : hint_range(0,128);\n";
- code += "uniform sampler2D texture_specular : hint_white;\n";
+ code += "uniform sampler2D texture_metallic : hint_white;\n";
+ code += "uniform sampler2D texture_roughness : hint_white;\n";
code += "uniform vec2 uv1_scale;\n";
code += "uniform vec2 uv1_offset;\n";
code += "uniform vec2 uv2_scale;\n";
@@ -316,6 +326,11 @@ void SpatialMaterial::_update_shader() {
code += "uniform float emission_energy;\n";
}
+ if (features[FEATURE_REFRACTION]) {
+ code += "uniform sampler2D texture_refraction;\n";
+ code += "uniform float refraction : hint_range(-16,16);\n";
+ }
+
if (features[FEATURE_NORMAL_MAPPING]) {
code += "uniform sampler2D texture_normal : hint_normal;\n";
code += "uniform float normal_scale : hint_range(-16,16);\n";
@@ -350,6 +365,13 @@ void SpatialMaterial::_update_shader() {
code += "uniform sampler2D texture_subsurface_scattering : hint_white;\n";
}
+ if (features[FEATURE_DEPTH_MAPPING]) {
+ code += "uniform sampler2D texture_depth : hint_black;\n";
+ code += "uniform float depth_scale;\n";
+ code += "uniform int depth_min_layers;\n";
+ code += "uniform int depth_max_layers;\n";
+ }
+
code += "\n\n";
code += "void vertex() {\n";
@@ -423,10 +445,52 @@ void SpatialMaterial::_update_shader() {
code += "\n\n";
code += "void fragment() {\n";
+ code += "\tvec2 base_uv = UV;\n";
+ if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
+ code += "\tvec2 base_uv2 = UV2;\n";
+ }
+
+ if (features[FEATURE_DEPTH_MAPPING]) {
+ code += "\t{\n";
+ code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT,BINORMAL,NORMAL));\n";
+
+ if (deep_parallax) {
+ code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
+ code += "\t\tfloat layer_depth = 1.0 / num_layers;\n";
+ code += "\t\tfloat current_layer_depth = 0.0;\n";
+ code += "\t\tvec2 P = view_dir.xy * depth_scale;\n";
+ code += "\t\tvec2 delta = P / num_layers;\n";
+ code += "\t\tvec2 ofs = base_uv;\n";
+ code += "\t\tfloat depth = texture(texture_depth, ofs).r;\n";
+ code += "\t\tfloat current_depth = 0.0;\n";
+ code += "\t\twhile(current_depth < depth) {\n";
+ code += "\t\t\tofs -= delta;\n";
+ code += "\t\t\tdepth = texture(texture_depth, ofs).r;\n";
+ code += "\t\t\tcurrent_depth += layer_depth;\n";
+ code += "\t\t}\n";
+ code += "\t\tvec2 prev_ofs = ofs + delta;\n";
+ code += "\t\tfloat after_depth = depth - current_depth;\n";
+ code += "\t\tfloat before_depth = texture(texture_depth, prev_ofs).r - current_depth + layer_depth;\n";
+ code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n";
+ code += "\t\tofs = mix(ofs,prev_ofs,weight);\n";
+
+ } else {
+ code += "\t\tfloat depth = texture(texture_depth, base_uv).r;\n";
+ code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * depth_scale);\n";
+ }
+
+ code += "\t\tbase_uv=ofs;\n";
+ if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) {
+ code += "\t\tbase_uv2-=ofs;\n";
+ }
+
+ code += "\t}\n";
+ }
+
if (flags[FLAG_USE_POINT_SIZE]) {
code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n";
} else {
- code += "\tvec4 albedo_tex = texture(texture_albedo,UV);\n";
+ code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n";
}
if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) {
@@ -434,52 +498,72 @@ void SpatialMaterial::_update_shader() {
}
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
- if (features[FEATURE_TRANSPARENT]) {
- code += "\tALPHA = albedo.a * albedo_tex.a;\n";
+ code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n";
+ code += "\tMETALLIC = metallic_tex * metallic;\n";
+ code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n";
+ code += "\tROUGHNESS = roughness_tex * roughness;\n";
+ code += "\tSPECULAR = specular;\n";
+
+ if (features[FEATURE_NORMAL_MAPPING]) {
+ code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
+ code += "\tNORMALMAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_EMISSION]) {
- code += "\tEMISSION = (emission.rgb+texture(texture_emission,UV).rgb)*emission_energy;\n";
+ code += "\tEMISSION = (emission.rgb+texture(texture_emission,base_uv).rgb)*emission_energy;\n";
}
- if (features[FEATURE_NORMAL_MAPPING]) {
- code += "\tNORMALMAP = texture(texture_normal,UV).rgb;\n";
- code += "\tNORMALMAP_DEPTH = normal_scale;\n";
+ if (features[FEATURE_REFRACTION]) {
+
+ if (features[FEATURE_NORMAL_MAPPING]) {
+ code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) ) * SIDE;\n";
+ } else {
+ code += "\tvec3 ref_normal = NORMAL;\n";
+ }
+
+ code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * texture(texture_refraction,base_uv).r * refraction;\n";
+ code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
+ code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
+ code += "\tALBEDO *= 1.0 - ref_amount;\n";
+ code += "\tALPHA = 1.0;\n";
+
+ } else if (features[FEATURE_TRANSPARENT]) {
+ code += "\tALPHA = albedo.a * albedo_tex.a;\n";
}
if (features[FEATURE_RIM]) {
- code += "\tvec2 rim_tex = texture(texture_rim,UV).xw;\n";
+ code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xw;\n";
code += "\tRIM = rim*rim_tex.x;";
code += "\tRIM_TINT = rim_tint*rim_tex.y;\n";
}
if (features[FEATURE_CLEARCOAT]) {
- code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,UV).xw;\n";
+ code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xw;\n";
code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;";
code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
}
if (features[FEATURE_ANISOTROPY]) {
- code += "\tvec4 anisotropy_tex = texture(texture_flowmap,UV);\n";
+ code += "\tvec4 anisotropy_tex = texture(texture_flowmap,base_uv);\n";
code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.a;\n";
code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
- code += "\tAO = texture(texture_ambient_occlusion,UV).r;\n";
+ code += "\tAO = texture(texture_ambient_occlusion,base_uv).r;\n";
}
if (features[FEATURE_SUBSURACE_SCATTERING]) {
- code += "\tfloat sss_tex = texture(texture_subsurface_scattering,UV).r;\n";
+ code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n";
code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n";
}
if (features[FEATURE_DETAIL]) {
- String det_uv = detail_uv == DETAIL_UV_1 ? "UV" : "UV2";
+ String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2";
code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n";
code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n";
- code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,UV);\n";
+ code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n";
switch (detail_blend_mode) {
case BLEND_MODE_MIX: {
@@ -502,17 +586,6 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
- if (specular_mode == SPECULAR_MODE_SPECULAR) {
-
- code += "\tvec4 specular_tex = texture(texture_specular,UV);\n";
- code += "\tSPECULAR = specular.rgb * specular_tex.rgb;\n";
- code += "\tROUGHNESS = specular_tex.a * roughness;\n";
- } else {
- code += "\tvec4 specular_tex = texture(texture_specular,UV);\n";
- code += "\tSPECULAR = vec3(ALBEDO.rgb * metalness * specular_tex.r);\n";
- code += "\tROUGHNESS = specular_tex.a * roughness;\n";
- }
-
code += "}\n";
ShaderData shader_data;
@@ -579,23 +652,13 @@ Color SpatialMaterial::get_albedo() const {
return albedo;
}
-void SpatialMaterial::set_specular_mode(SpecularMode p_mode) {
- specular_mode = p_mode;
- _change_notify();
- _queue_shader_change();
-}
-
-SpatialMaterial::SpecularMode SpatialMaterial::get_specular_mode() const {
-
- return specular_mode;
-}
-
-void SpatialMaterial::set_specular(const Color &p_specular) {
+void SpatialMaterial::set_specular(float p_specular) {
specular = p_specular;
VS::get_singleton()->material_set_param(_get_material(), shader_names->specular, p_specular);
}
-Color SpatialMaterial::get_specular() const {
+
+float SpatialMaterial::get_specular() const {
return specular;
}
@@ -611,15 +674,15 @@ float SpatialMaterial::get_roughness() const {
return roughness;
}
-void SpatialMaterial::set_metalness(float p_metalness) {
+void SpatialMaterial::set_metallic(float p_metallic) {
- metalness = p_metalness;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->metalness, p_metalness);
+ metallic = p_metallic;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic, p_metallic);
}
-float SpatialMaterial::get_metalness() const {
+float SpatialMaterial::get_metallic() const {
- return metalness;
+ return metallic;
}
void SpatialMaterial::set_emission(const Color &p_emission) {
@@ -704,15 +767,15 @@ float SpatialMaterial::get_anisotropy() const {
return anisotropy;
}
-void SpatialMaterial::set_height_scale(float p_height_scale) {
+void SpatialMaterial::set_depth_scale(float p_depth_scale) {
- height_scale = p_height_scale;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->height_scale, p_height_scale);
+ depth_scale = p_depth_scale;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_scale, p_depth_scale);
}
-float SpatialMaterial::get_height_scale() const {
+float SpatialMaterial::get_depth_scale() const {
- return height_scale;
+ return depth_scale;
}
void SpatialMaterial::set_subsurface_scattering_strength(float p_subsurface_scattering_strength) {
@@ -737,16 +800,6 @@ float SpatialMaterial::get_refraction() const {
return refraction;
}
-void SpatialMaterial::set_refraction_roughness(float p_refraction_roughness) {
-
- refraction_roughness = p_refraction_roughness;
- VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_roughness, refraction_roughness);
-}
-float SpatialMaterial::get_refraction_roughness() const {
-
- return refraction_roughness;
-}
-
void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv == p_detail_uv)
@@ -874,6 +927,9 @@ void SpatialMaterial::_validate_feature(const String &text, Feature feature, Pro
if (property.name.begins_with(text) && property.name != text + "_enabled" && !features[feature]) {
property.usage = 0;
}
+ if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
+ property.usage = 0;
+ }
}
void SpatialMaterial::_validate_property(PropertyInfo &property) const {
@@ -883,18 +939,11 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
_validate_feature("clearcoat", FEATURE_CLEARCOAT, property);
_validate_feature("anisotropy", FEATURE_ANISOTROPY, property);
_validate_feature("ao", FEATURE_AMBIENT_OCCLUSION, property);
- _validate_feature("height", FEATURE_HEIGHT_MAPPING, property);
+ _validate_feature("depth", FEATURE_DEPTH_MAPPING, property);
_validate_feature("subsurf_scatter", FEATURE_SUBSURACE_SCATTERING, property);
_validate_feature("refraction", FEATURE_REFRACTION, property);
_validate_feature("detail", FEATURE_DETAIL, property);
- if (property.name == "specular/color" && specular_mode == SPECULAR_MODE_METALLIC) {
- property.usage = 0;
- }
- if (property.name == "specular/metalness" && specular_mode == SPECULAR_MODE_SPECULAR) {
- property.usage = 0;
- }
-
if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) {
property.usage = 0;
}
@@ -1009,19 +1058,49 @@ int SpatialMaterial::get_particles_anim_loop() const {
return particles_anim_loop;
}
+void SpatialMaterial::set_depth_deep_parallax(bool p_enable) {
+
+ deep_parallax = p_enable;
+ _queue_shader_change();
+ _change_notify();
+ ;
+}
+
+bool SpatialMaterial::is_depth_deep_parallax_enabled() const {
+
+ return deep_parallax;
+}
+
+void SpatialMaterial::set_depth_deep_parallax_min_layers(int p_layer) {
+
+ deep_parallax_min_layers = p_layer;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_min_layers, p_layer);
+}
+int SpatialMaterial::get_depth_deep_parallax_min_layers() const {
+
+ return deep_parallax_min_layers;
+}
+
+void SpatialMaterial::set_depth_deep_parallax_max_layers(int p_layer) {
+
+ deep_parallax_max_layers = p_layer;
+ VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_max_layers, p_layer);
+}
+int SpatialMaterial::get_depth_deep_parallax_max_layers() const {
+
+ return deep_parallax_max_layers;
+}
+
void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_albedo", "albedo"), &SpatialMaterial::set_albedo);
ClassDB::bind_method(D_METHOD("get_albedo"), &SpatialMaterial::get_albedo);
- ClassDB::bind_method(D_METHOD("set_specular_mode", "specular_mode"), &SpatialMaterial::set_specular_mode);
- ClassDB::bind_method(D_METHOD("get_specular_mode"), &SpatialMaterial::get_specular_mode);
-
ClassDB::bind_method(D_METHOD("set_specular", "specular"), &SpatialMaterial::set_specular);
ClassDB::bind_method(D_METHOD("get_specular"), &SpatialMaterial::get_specular);
- ClassDB::bind_method(D_METHOD("set_metalness", "metalness"), &SpatialMaterial::set_metalness);
- ClassDB::bind_method(D_METHOD("get_metalness"), &SpatialMaterial::get_metalness);
+ ClassDB::bind_method(D_METHOD("set_metallic", "metallic"), &SpatialMaterial::set_metallic);
+ ClassDB::bind_method(D_METHOD("get_metallic"), &SpatialMaterial::get_metallic);
ClassDB::bind_method(D_METHOD("set_roughness", "roughness"), &SpatialMaterial::set_roughness);
ClassDB::bind_method(D_METHOD("get_roughness"), &SpatialMaterial::get_roughness);
@@ -1050,8 +1129,8 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &SpatialMaterial::set_anisotropy);
ClassDB::bind_method(D_METHOD("get_anisotropy"), &SpatialMaterial::get_anisotropy);
- ClassDB::bind_method(D_METHOD("set_height_scale", "height_scale"), &SpatialMaterial::set_height_scale);
- ClassDB::bind_method(D_METHOD("get_height_scale"), &SpatialMaterial::get_height_scale);
+ ClassDB::bind_method(D_METHOD("set_depth_scale", "depth_scale"), &SpatialMaterial::set_depth_scale);
+ ClassDB::bind_method(D_METHOD("get_depth_scale"), &SpatialMaterial::get_depth_scale);
ClassDB::bind_method(D_METHOD("set_subsurface_scattering_strength", "strength"), &SpatialMaterial::set_subsurface_scattering_strength);
ClassDB::bind_method(D_METHOD("get_subsurface_scattering_strength"), &SpatialMaterial::get_subsurface_scattering_strength);
@@ -1059,9 +1138,6 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
- ClassDB::bind_method(D_METHOD("set_refraction_roughness", "refraction_roughness"), &SpatialMaterial::set_refraction_roughness);
- ClassDB::bind_method(D_METHOD("get_refraction_roughness"), &SpatialMaterial::get_refraction_roughness);
-
ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &SpatialMaterial::set_line_width);
ClassDB::bind_method(D_METHOD("get_line_width"), &SpatialMaterial::get_line_width);
@@ -1119,6 +1195,15 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "frames"), &SpatialMaterial::set_particles_anim_loop);
ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop);
+ ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax);
+ ClassDB::bind_method(D_METHOD("is_depth_deep_parallax_enabled"), &SpatialMaterial::is_depth_deep_parallax_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_min_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_min_layers);
+ ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_min_layers"), &SpatialMaterial::get_depth_deep_parallax_min_layers);
+
+ ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers);
+ ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers);
+
ADD_GROUP("Flags", "flags_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
@@ -1146,12 +1231,14 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
- ADD_GROUP("Specular", "specular_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "Metallic,Specular"), "set_specular_mode", "get_specular_mode");
- ADD_PROPERTY(PropertyInfo(Variant::COLOR, "specular_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_specular", "get_specular");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "specular_metalness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metalness", "get_metalness");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "specular_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "specular_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_SPECULAR);
+ ADD_GROUP("Metallic", "metallic_");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_metallic", "get_metallic");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "metallic_specular", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_specular", "get_specular");
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "metallic_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_METALLIC);
+
+ ADD_GROUP("Roughness", "roughness_");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "roughness_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_roughness", "get_roughness");
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "roughness_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ROUGHNESS);
ADD_GROUP("Emission", "emission_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "emission_enabled"), "set_feature", "get_feature", FEATURE_EMISSION);
@@ -1185,10 +1272,13 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "ao_enabled"), "set_feature", "get_feature", FEATURE_AMBIENT_OCCLUSION);
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "ao_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_AMBIENT_OCCLUSION);
- ADD_GROUP("Height", "height_");
- ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "height_enabled"), "set_feature", "get_feature", FEATURE_HEIGHT_MAPPING);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "height_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_height_scale", "get_height_scale");
- ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "height_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_HEIGHT);
+ ADD_GROUP("Depth", "depth_");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "depth_enabled"), "set_feature", "get_feature", FEATURE_DEPTH_MAPPING);
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "depth_scale", PROPERTY_HINT_RANGE, "-16,16,0.01"), "set_depth_scale", "get_depth_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers");
+ ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH);
ADD_GROUP("Subsurf Scatter", "subsurf_scatter_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "subsurf_scatter_enabled"), "set_feature", "get_feature", FEATURE_SUBSURACE_SCATTERING);
@@ -1197,8 +1287,7 @@ void SpatialMaterial::_bind_methods() {
ADD_GROUP("Refraction", "refraction_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_displacement", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_refraction_roughness", "get_refraction_roughness");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_REFRACTION);
ADD_GROUP("Detail", "detail_");
@@ -1218,17 +1307,17 @@ void SpatialMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "uv2_offset"), "set_uv2_offset", "get_uv2_offset");
BIND_CONSTANT(TEXTURE_ALBEDO);
- BIND_CONSTANT(TEXTURE_SPECULAR);
+ BIND_CONSTANT(TEXTURE_METALLIC);
+ BIND_CONSTANT(TEXTURE_ROUGHNESS);
BIND_CONSTANT(TEXTURE_EMISSION);
BIND_CONSTANT(TEXTURE_NORMAL);
BIND_CONSTANT(TEXTURE_RIM);
BIND_CONSTANT(TEXTURE_CLEARCOAT);
BIND_CONSTANT(TEXTURE_FLOWMAP);
BIND_CONSTANT(TEXTURE_AMBIENT_OCCLUSION);
- BIND_CONSTANT(TEXTURE_HEIGHT);
+ BIND_CONSTANT(TEXTURE_DEPTH);
BIND_CONSTANT(TEXTURE_SUBSURFACE_SCATTERING);
BIND_CONSTANT(TEXTURE_REFRACTION);
- BIND_CONSTANT(TEXTURE_REFRACTION_ROUGHNESS);
BIND_CONSTANT(TEXTURE_DETAIL_MASK);
BIND_CONSTANT(TEXTURE_DETAIL_ALBEDO);
BIND_CONSTANT(TEXTURE_DETAIL_NORMAL);
@@ -1244,7 +1333,7 @@ void SpatialMaterial::_bind_methods() {
BIND_CONSTANT(FEATURE_CLEARCOAT);
BIND_CONSTANT(FEATURE_ANISOTROPY);
BIND_CONSTANT(FEATURE_AMBIENT_OCCLUSION);
- BIND_CONSTANT(FEATURE_HEIGHT_MAPPING);
+ BIND_CONSTANT(FEATURE_DEPTH_MAPPING);
BIND_CONSTANT(FEATURE_SUBSURACE_SCATTERING);
BIND_CONSTANT(FEATURE_REFRACTION);
BIND_CONSTANT(FEATURE_DETAIL);
@@ -1273,13 +1362,10 @@ void SpatialMaterial::_bind_methods() {
BIND_CONSTANT(FLAG_MAX);
BIND_CONSTANT(DIFFUSE_LAMBERT);
- BIND_CONSTANT(DIFFUSE_LAMBERT_WRAP);
+ BIND_CONSTANT(DIFFUSE_HALF_LAMBERT);
BIND_CONSTANT(DIFFUSE_OREN_NAYAR);
BIND_CONSTANT(DIFFUSE_BURLEY);
- BIND_CONSTANT(SPECULAR_MODE_METALLIC);
- BIND_CONSTANT(SPECULAR_MODE_SPECULAR);
-
BIND_CONSTANT(BILLBOARD_DISABLED);
BIND_CONSTANT(BILLBOARD_ENABLED);
BIND_CONSTANT(BILLBOARD_FIXED_Y);
@@ -1290,11 +1376,10 @@ SpatialMaterial::SpatialMaterial()
: element(this) {
//initialize to right values
- specular_mode = SPECULAR_MODE_METALLIC;
set_albedo(Color(0.7, 0.7, 0.7, 1.0));
- set_specular(Color(0.1, 0.1, 0.1));
+ set_specular(0.5);
set_roughness(0.0);
- set_metalness(0.1);
+ set_metallic(0.1);
set_emission(Color(0, 0, 0));
set_emission_energy(1.0);
set_normal_scale(1);
@@ -1303,10 +1388,9 @@ SpatialMaterial::SpatialMaterial()
set_clearcoat(1);
set_clearcoat_gloss(0.5);
set_anisotropy(0);
- set_height_scale(1);
+ set_depth_scale(0.05);
set_subsurface_scattering_strength(0);
- set_refraction(0);
- set_refraction_roughness(0);
+ set_refraction(0.05);
set_line_width(1);
set_point_size(1);
set_uv1_offset(Vector2(0, 0));
@@ -1318,6 +1402,10 @@ SpatialMaterial::SpatialMaterial()
set_particles_anim_v_frames(1);
set_particles_anim_loop(false);
+ deep_parallax = false;
+ set_depth_deep_parallax_min_layers(8);
+ set_depth_deep_parallax_max_layers(32);
+
detail_uv = DETAIL_UV_1;
blend_mode = BLEND_MODE_MIX;
detail_blend_mode = BLEND_MODE_MIX;
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 408815d756..c043236489 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -43,7 +43,7 @@
class Material : public Resource {
GDCLASS(Material, Resource);
- RES_BASE_EXTENSION("mtl");
+ RES_BASE_EXTENSION("material");
OBJ_SAVE_TYPE(Material);
RID material;
@@ -89,17 +89,17 @@ class SpatialMaterial : public Material {
public:
enum TextureParam {
TEXTURE_ALBEDO,
- TEXTURE_SPECULAR,
+ TEXTURE_METALLIC,
+ TEXTURE_ROUGHNESS,
TEXTURE_EMISSION,
TEXTURE_NORMAL,
TEXTURE_RIM,
TEXTURE_CLEARCOAT,
TEXTURE_FLOWMAP,
TEXTURE_AMBIENT_OCCLUSION,
- TEXTURE_HEIGHT,
+ TEXTURE_DEPTH,
TEXTURE_SUBSURFACE_SCATTERING,
TEXTURE_REFRACTION,
- TEXTURE_REFRACTION_ROUGHNESS,
TEXTURE_DETAIL_MASK,
TEXTURE_DETAIL_ALBEDO,
TEXTURE_DETAIL_NORMAL,
@@ -120,7 +120,7 @@ public:
FEATURE_CLEARCOAT,
FEATURE_ANISOTROPY,
FEATURE_AMBIENT_OCCLUSION,
- FEATURE_HEIGHT_MAPPING,
+ FEATURE_DEPTH_MAPPING,
FEATURE_SUBSURACE_SCATTERING,
FEATURE_REFRACTION,
FEATURE_DETAIL,
@@ -160,16 +160,11 @@ public:
enum DiffuseMode {
DIFFUSE_LAMBERT,
- DIFFUSE_LAMBERT_WRAP,
+ DIFFUSE_HALF_LAMBERT,
DIFFUSE_OREN_NAYAR,
DIFFUSE_BURLEY,
};
- enum SpecularMode {
- SPECULAR_MODE_METALLIC,
- SPECULAR_MODE_SPECULAR,
- };
-
enum BillboardMode {
BILLBOARD_DISABLED,
BILLBOARD_ENABLED,
@@ -190,7 +185,7 @@ private:
uint32_t detail_blend_mode : 2;
uint32_t diffuse_mode : 2;
uint32_t invalid_key : 1;
- uint32_t specular_mode : 1;
+ uint32_t deep_parallax : 1;
uint32_t billboard_mode : 2;
};
@@ -230,8 +225,9 @@ private:
}
mk.detail_blend_mode = detail_blend_mode;
mk.diffuse_mode = diffuse_mode;
- mk.specular_mode = specular_mode;
mk.billboard_mode = billboard_mode;
+ mk.deep_parallax = deep_parallax ? 1 : 0;
+ ;
return mk;
}
@@ -239,7 +235,7 @@ private:
struct ShaderNames {
StringName albedo;
StringName specular;
- StringName metalness;
+ StringName metallic;
StringName roughness;
StringName emission;
StringName emission_energy;
@@ -249,10 +245,9 @@ private:
StringName clearcoat;
StringName clearcoat_gloss;
StringName anisotropy;
- StringName height_scale;
+ StringName depth_scale;
StringName subsurface_scattering_strength;
StringName refraction;
- StringName refraction_roughness;
StringName point_size;
StringName uv1_scale;
StringName uv1_offset;
@@ -261,6 +256,9 @@ private:
StringName particle_h_frames;
StringName particle_v_frames;
StringName particles_anim_loop;
+ StringName depth_min_layers;
+ StringName depth_max_layers;
+
StringName texture_names[TEXTURE_MAX];
};
@@ -275,8 +273,8 @@ private:
_FORCE_INLINE_ bool _is_shader_dirty() const;
Color albedo;
- Color specular;
- float metalness;
+ float specular;
+ float metallic;
float roughness;
Color emission;
float emission_energy;
@@ -286,10 +284,9 @@ private:
float clearcoat;
float clearcoat_gloss;
float anisotropy;
- float height_scale;
+ float depth_scale;
float subsurface_scattering_strength;
float refraction;
- float refraction_roughness;
float line_width;
float point_size;
int particles_anim_h_frames;
@@ -304,13 +301,16 @@ private:
DetailUV detail_uv;
+ bool deep_parallax;
+ int deep_parallax_min_layers;
+ int deep_parallax_max_layers;
+
BlendMode blend_mode;
BlendMode detail_blend_mode;
DepthDrawMode depth_draw_mode;
CullMode cull_mode;
bool flags[FLAG_MAX];
DiffuseMode diffuse_mode;
- SpecularMode specular_mode;
BillboardMode billboard_mode;
bool features[FEATURE_MAX];
@@ -327,14 +327,11 @@ public:
void set_albedo(const Color &p_albedo);
Color get_albedo() const;
- void set_specular_mode(SpecularMode p_mode);
- SpecularMode get_specular_mode() const;
-
- void set_specular(const Color &p_specular);
- Color get_specular() const;
+ void set_specular(float p_specular);
+ float get_specular() const;
- void set_metalness(float p_metalness);
- float get_metalness() const;
+ void set_metallic(float p_metallic);
+ float get_metallic() const;
void set_roughness(float p_roughness);
float get_roughness() const;
@@ -363,8 +360,17 @@ public:
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
- void set_height_scale(float p_height_scale);
- float get_height_scale() const;
+ void set_depth_scale(float p_depth_scale);
+ float get_depth_scale() const;
+
+ void set_depth_deep_parallax(bool p_enable);
+ bool is_depth_deep_parallax_enabled() const;
+
+ void set_depth_deep_parallax_min_layers(int p_layer);
+ int get_depth_deep_parallax_min_layers() const;
+
+ void set_depth_deep_parallax_max_layers(int p_layer);
+ int get_depth_deep_parallax_max_layers() const;
void set_subsurface_scattering_strength(float p_strength);
float get_subsurface_scattering_strength() const;
@@ -372,9 +378,6 @@ public:
void set_refraction(float p_refraction);
float get_refraction() const;
- void set_refraction_roughness(float p_refraction_roughness);
- float get_refraction_roughness() const;
-
void set_line_width(float p_line_width);
float get_line_width() const;
@@ -447,7 +450,6 @@ VARIANT_ENUM_CAST(SpatialMaterial::DepthDrawMode)
VARIANT_ENUM_CAST(SpatialMaterial::CullMode)
VARIANT_ENUM_CAST(SpatialMaterial::Flags)
VARIANT_ENUM_CAST(SpatialMaterial::DiffuseMode)
-VARIANT_ENUM_CAST(SpatialMaterial::SpecularMode)
VARIANT_ENUM_CAST(SpatialMaterial::BillboardMode)
//////////////////////
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 4846d84b33..a3180ee1df 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -32,6 +32,390 @@
#include "scene/resources/convex_polygon_shape.h"
#include "surface_tool.h"
+void Mesh::_clear_triangle_mesh() {
+
+ triangle_mesh.unref();
+ ;
+}
+
+Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
+
+ if (triangle_mesh.is_valid())
+ return triangle_mesh;
+
+ int facecount = 0;
+
+ for (int i = 0; i < get_surface_count(); i++) {
+
+ if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
+ continue;
+
+ if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
+
+ facecount += surface_get_array_index_len(i);
+ } else {
+
+ facecount += surface_get_array_len(i);
+ }
+ }
+
+ if (facecount == 0 || (facecount % 3) != 0)
+ return triangle_mesh;
+
+ PoolVector<Vector3> faces;
+ faces.resize(facecount);
+ PoolVector<Vector3>::Write facesw = faces.write();
+
+ int widx = 0;
+
+ for (int i = 0; i < get_surface_count(); i++) {
+
+ if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
+ continue;
+
+ Array a = surface_get_arrays(i);
+
+ int vc = surface_get_array_len(i);
+ PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
+ PoolVector<Vector3>::Read vr = vertices.read();
+
+ if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
+
+ int ic = surface_get_array_index_len(i);
+ PoolVector<int> indices = a[ARRAY_INDEX];
+ PoolVector<int>::Read ir = indices.read();
+
+ for (int i = 0; i < ic; i++) {
+ int index = ir[i];
+ facesw[widx++] = vr[index];
+ }
+
+ } else {
+
+ for (int i = 0; i < vc; i++)
+ facesw[widx++] = vr[i];
+ }
+ }
+
+ facesw = PoolVector<Vector3>::Write();
+
+ triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
+ triangle_mesh->create(faces);
+
+ return triangle_mesh;
+}
+
+PoolVector<Face3> Mesh::get_faces() const {
+
+ Ref<TriangleMesh> tm = generate_triangle_mesh();
+ if (tm.is_valid())
+ return tm->get_faces();
+ return PoolVector<Face3>();
+ /*
+ for (int i=0;i<surfaces.size();i++) {
+
+ if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
+ continue;
+
+ PoolVector<int> indices;
+ PoolVector<Vector3> vertices;
+
+ vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);
+
+ int len=VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
+ bool has_indices;
+
+ if (len>0) {
+
+ indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
+ has_indices=true;
+
+ } else {
+
+ len=vertices.size();
+ has_indices=false;
+ }
+
+ if (len<=0)
+ continue;
+
+ PoolVector<int>::Read indicesr = indices.read();
+ const int *indicesptr = indicesr.ptr();
+
+ PoolVector<Vector3>::Read verticesr = vertices.read();
+ const Vector3 *verticesptr = verticesr.ptr();
+
+ int old_faces=faces.size();
+ int new_faces=old_faces+(len/3);
+
+ faces.resize(new_faces);
+
+ PoolVector<Face3>::Write facesw = faces.write();
+ Face3 *facesptr=facesw.ptr();
+
+
+ for (int i=0;i<len/3;i++) {
+
+ Face3 face;
+
+ for (int j=0;j<3;j++) {
+
+ int idx=i*3+j;
+ face.vertex[j] = has_indices ? verticesptr[ indicesptr[ idx ] ] : verticesptr[idx];
+ }
+
+ facesptr[i+old_faces]=face;
+ }
+
+ }
+*/
+}
+
+Ref<Shape> Mesh::create_convex_shape() const {
+
+ PoolVector<Vector3> vertices;
+
+ for (int i = 0; i < get_surface_count(); i++) {
+
+ Array a = surface_get_arrays(i);
+ PoolVector<Vector3> v = a[ARRAY_VERTEX];
+ vertices.append_array(v);
+ }
+
+ Ref<ConvexPolygonShape> shape = memnew(ConvexPolygonShape);
+ shape->set_points(vertices);
+ return shape;
+}
+
+Ref<Shape> Mesh::create_trimesh_shape() const {
+
+ PoolVector<Face3> faces = get_faces();
+ if (faces.size() == 0)
+ return Ref<Shape>();
+
+ PoolVector<Vector3> face_points;
+ face_points.resize(faces.size() * 3);
+
+ for (int i = 0; i < face_points.size(); i++) {
+
+ Face3 f = faces.get(i / 3);
+ face_points.set(i, f.vertex[i % 3]);
+ }
+
+ Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
+ shape->set_faces(face_points);
+ return shape;
+}
+
+Ref<Mesh> Mesh::create_outline(float p_margin) const {
+
+ Array arrays;
+ int index_accum = 0;
+ for (int i = 0; i < get_surface_count(); i++) {
+
+ if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
+ continue;
+
+ Array a = surface_get_arrays(i);
+ int vcount = 0;
+
+ if (i == 0) {
+ arrays = a;
+ PoolVector<Vector3> v = a[ARRAY_VERTEX];
+ index_accum += v.size();
+ } else {
+
+ for (int j = 0; j < arrays.size(); j++) {
+
+ if (arrays[j].get_type() == Variant::NIL || a[j].get_type() == Variant::NIL) {
+ //mismatch, do not use
+ arrays[j] = Variant();
+ continue;
+ }
+
+ switch (j) {
+
+ case ARRAY_VERTEX:
+ case ARRAY_NORMAL: {
+
+ PoolVector<Vector3> dst = arrays[j];
+ PoolVector<Vector3> src = a[j];
+ if (j == ARRAY_VERTEX)
+ vcount = src.size();
+ if (dst.size() == 0 || src.size() == 0) {
+ arrays[j] = Variant();
+ continue;
+ }
+ dst.append_array(src);
+ arrays[j] = dst;
+ } break;
+ case ARRAY_TANGENT:
+ case ARRAY_BONES:
+ case ARRAY_WEIGHTS: {
+
+ PoolVector<real_t> dst = arrays[j];
+ PoolVector<real_t> src = a[j];
+ if (dst.size() == 0 || src.size() == 0) {
+ arrays[j] = Variant();
+ continue;
+ }
+ dst.append_array(src);
+ arrays[j] = dst;
+
+ } break;
+ case ARRAY_COLOR: {
+ PoolVector<Color> dst = arrays[j];
+ PoolVector<Color> src = a[j];
+ if (dst.size() == 0 || src.size() == 0) {
+ arrays[j] = Variant();
+ continue;
+ }
+ dst.append_array(src);
+ arrays[j] = dst;
+
+ } break;
+ case ARRAY_TEX_UV:
+ case ARRAY_TEX_UV2: {
+ PoolVector<Vector2> dst = arrays[j];
+ PoolVector<Vector2> src = a[j];
+ if (dst.size() == 0 || src.size() == 0) {
+ arrays[j] = Variant();
+ continue;
+ }
+ dst.append_array(src);
+ arrays[j] = dst;
+
+ } break;
+ case ARRAY_INDEX: {
+ PoolVector<int> dst = arrays[j];
+ PoolVector<int> src = a[j];
+ if (dst.size() == 0 || src.size() == 0) {
+ arrays[j] = Variant();
+ continue;
+ }
+ {
+ int ss = src.size();
+ PoolVector<int>::Write w = src.write();
+ for (int k = 0; k < ss; k++) {
+ w[k] += index_accum;
+ }
+ }
+ dst.append_array(src);
+ arrays[j] = dst;
+ index_accum += vcount;
+
+ } break;
+ }
+ }
+ }
+ }
+
+ {
+ PoolVector<int>::Write ir;
+ PoolVector<int> indices = arrays[ARRAY_INDEX];
+ bool has_indices = false;
+ PoolVector<Vector3> vertices = arrays[ARRAY_VERTEX];
+ int vc = vertices.size();
+ ERR_FAIL_COND_V(!vc, Ref<ArrayMesh>());
+ PoolVector<Vector3>::Write r = vertices.write();
+
+ if (indices.size()) {
+ vc = indices.size();
+ ir = indices.write();
+ has_indices = true;
+ }
+
+ Map<Vector3, Vector3> normal_accum;
+
+ //fill normals with triangle normals
+ for (int i = 0; i < vc; i += 3) {
+
+ Vector3 t[3];
+
+ if (has_indices) {
+ t[0] = r[ir[i + 0]];
+ t[1] = r[ir[i + 1]];
+ t[2] = r[ir[i + 2]];
+ } else {
+ t[0] = r[i + 0];
+ t[1] = r[i + 1];
+ t[2] = r[i + 2];
+ }
+
+ Vector3 n = Plane(t[0], t[1], t[2]).normal;
+
+ for (int j = 0; j < 3; j++) {
+
+ Map<Vector3, Vector3>::Element *E = normal_accum.find(t[j]);
+ if (!E) {
+ normal_accum[t[j]] = n;
+ } else {
+ float d = n.dot(E->get());
+ if (d < 1.0)
+ E->get() += n * (1.0 - d);
+ //E->get()+=n;
+ }
+ }
+ }
+
+ //normalize
+
+ for (Map<Vector3, Vector3>::Element *E = normal_accum.front(); E; E = E->next()) {
+ E->get().normalize();
+ }
+
+ //displace normals
+ int vc2 = vertices.size();
+
+ for (int i = 0; i < vc2; i++) {
+
+ Vector3 t = r[i];
+
+ Map<Vector3, Vector3>::Element *E = normal_accum.find(t);
+ ERR_CONTINUE(!E);
+
+ t += E->get() * p_margin;
+ r[i] = t;
+ }
+
+ r = PoolVector<Vector3>::Write();
+ arrays[ARRAY_VERTEX] = vertices;
+
+ if (!has_indices) {
+
+ PoolVector<int> new_indices;
+ new_indices.resize(vertices.size());
+ PoolVector<int>::Write iw = new_indices.write();
+
+ for (int j = 0; j < vc2; j += 3) {
+
+ iw[j] = j;
+ iw[j + 1] = j + 2;
+ iw[j + 2] = j + 1;
+ }
+
+ iw = PoolVector<int>::Write();
+ arrays[ARRAY_INDEX] = new_indices;
+
+ } else {
+
+ for (int j = 0; j < vc; j += 3) {
+
+ SWAP(ir[j + 1], ir[j + 2]);
+ }
+ ir = PoolVector<int>::Write();
+ arrays[ARRAY_INDEX] = indices;
+ }
+ }
+
+ Ref<ArrayMesh> newmesh = memnew(ArrayMesh);
+ newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES, arrays);
+ return newmesh;
+}
+
+Mesh::Mesh() {
+}
+
static const char *_array_name[] = {
"vertex_array",
"normal_array",
@@ -45,34 +429,34 @@ static const char *_array_name[] = {
NULL
};
-static const Mesh::ArrayType _array_types[] = {
-
- Mesh::ARRAY_VERTEX,
- Mesh::ARRAY_NORMAL,
- Mesh::ARRAY_TANGENT,
- Mesh::ARRAY_COLOR,
- Mesh::ARRAY_TEX_UV,
- Mesh::ARRAY_TEX_UV2,
- Mesh::ARRAY_BONES,
- Mesh::ARRAY_WEIGHTS,
- Mesh::ARRAY_INDEX
+static const ArrayMesh::ArrayType _array_types[] = {
+
+ ArrayMesh::ARRAY_VERTEX,
+ ArrayMesh::ARRAY_NORMAL,
+ ArrayMesh::ARRAY_TANGENT,
+ ArrayMesh::ARRAY_COLOR,
+ ArrayMesh::ARRAY_TEX_UV,
+ ArrayMesh::ARRAY_TEX_UV2,
+ ArrayMesh::ARRAY_BONES,
+ ArrayMesh::ARRAY_WEIGHTS,
+ ArrayMesh::ARRAY_INDEX
};
/* compatibility */
static const int _format_translate[] = {
- Mesh::ARRAY_FORMAT_VERTEX,
- Mesh::ARRAY_FORMAT_NORMAL,
- Mesh::ARRAY_FORMAT_TANGENT,
- Mesh::ARRAY_FORMAT_COLOR,
- Mesh::ARRAY_FORMAT_TEX_UV,
- Mesh::ARRAY_FORMAT_TEX_UV2,
- Mesh::ARRAY_FORMAT_BONES,
- Mesh::ARRAY_FORMAT_WEIGHTS,
- Mesh::ARRAY_FORMAT_INDEX,
+ ArrayMesh::ARRAY_FORMAT_VERTEX,
+ ArrayMesh::ARRAY_FORMAT_NORMAL,
+ ArrayMesh::ARRAY_FORMAT_TANGENT,
+ ArrayMesh::ARRAY_FORMAT_COLOR,
+ ArrayMesh::ARRAY_FORMAT_TEX_UV,
+ ArrayMesh::ARRAY_FORMAT_TEX_UV2,
+ ArrayMesh::ARRAY_FORMAT_BONES,
+ ArrayMesh::ARRAY_FORMAT_WEIGHTS,
+ ArrayMesh::ARRAY_FORMAT_INDEX,
};
-bool Mesh::_set(const StringName &p_name, const Variant &p_value) {
+bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
String sname = p_name;
@@ -191,7 +575,7 @@ bool Mesh::_set(const StringName &p_name, const Variant &p_value) {
return false;
}
-bool Mesh::_get(const StringName &p_name, Variant &r_ret) const {
+bool ArrayMesh::_get(const StringName &p_name, Variant &r_ret) const {
if (_is_generated())
return false;
@@ -270,7 +654,7 @@ bool Mesh::_get(const StringName &p_name, Variant &r_ret) const {
return true;
}
-void Mesh::_get_property_list(List<PropertyInfo> *p_list) const {
+void ArrayMesh::_get_property_list(List<PropertyInfo> *p_list) const {
if (_is_generated())
return;
@@ -290,7 +674,7 @@ void Mesh::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::RECT3, "custom_aabb/custom_aabb"));
}
-void Mesh::_recompute_aabb() {
+void ArrayMesh::_recompute_aabb() {
// regenerate AABB
aabb = Rect3();
@@ -304,16 +688,17 @@ void Mesh::_recompute_aabb() {
}
}
-void Mesh::add_surface(uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<Rect3> &p_bone_aabbs) {
+void ArrayMesh::add_surface(uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes, const Vector<Rect3> &p_bone_aabbs) {
Surface s;
s.aabb = p_aabb;
surfaces.push_back(s);
+ _recompute_aabb();
VisualServer::get_singleton()->mesh_add_surface(mesh, p_format, (VS::PrimitiveType)p_primitive, p_array, p_vertex_count, p_index_array, p_index_count, p_aabb, p_blend_shapes, p_bone_aabbs);
}
-void Mesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags) {
+void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_flags) {
ERR_FAIL_COND(p_arrays.size() != ARRAY_MAX);
@@ -335,7 +720,7 @@ void Mesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arr
for (int i = 0; i < len; i++) {
if (i == 0)
- aabb.pos = vtx[i];
+ aabb.position = vtx[i];
else
aabb.expand_to(vtx[i]);
}
@@ -345,28 +730,28 @@ void Mesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array &p_arr
_recompute_aabb();
}
- triangle_mesh = Ref<TriangleMesh>();
+ _clear_triangle_mesh();
_change_notify();
emit_changed();
}
-Array Mesh::surface_get_arrays(int p_surface) const {
+Array ArrayMesh::surface_get_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, p_surface);
}
-Array Mesh::surface_get_blend_shape_arrays(int p_surface) const {
+Array ArrayMesh::surface_get_blend_shape_arrays(int p_surface) const {
ERR_FAIL_INDEX_V(p_surface, surfaces.size(), Array());
return Array();
}
-int Mesh::get_surface_count() const {
+int ArrayMesh::get_surface_count() const {
return surfaces.size();
}
-void Mesh::add_blend_shape(const StringName &p_name) {
+void ArrayMesh::add_blend_shape(const StringName &p_name) {
if (surfaces.size()) {
ERR_EXPLAIN("Can't add a shape key count if surfaces are already created.");
@@ -389,15 +774,15 @@ void Mesh::add_blend_shape(const StringName &p_name) {
VS::get_singleton()->mesh_set_blend_shape_count(mesh, blend_shapes.size());
}
-int Mesh::get_blend_shape_count() const {
+int ArrayMesh::get_blend_shape_count() const {
return blend_shapes.size();
}
-StringName Mesh::get_blend_shape_name(int p_index) const {
+StringName ArrayMesh::get_blend_shape_name(int p_index) const {
ERR_FAIL_INDEX_V(p_index, blend_shapes.size(), StringName());
return blend_shapes[p_index];
}
-void Mesh::clear_blend_shapes() {
+void ArrayMesh::clear_blend_shapes() {
if (surfaces.size()) {
ERR_EXPLAIN("Can't set shape key count if surfaces are already created.");
@@ -407,54 +792,54 @@ void Mesh::clear_blend_shapes() {
blend_shapes.clear();
}
-void Mesh::set_blend_shape_mode(BlendShapeMode p_mode) {
+void ArrayMesh::set_blend_shape_mode(BlendShapeMode p_mode) {
blend_shape_mode = p_mode;
VS::get_singleton()->mesh_set_blend_shape_mode(mesh, (VS::BlendShapeMode)p_mode);
}
-Mesh::BlendShapeMode Mesh::get_blend_shape_mode() const {
+ArrayMesh::BlendShapeMode ArrayMesh::get_blend_shape_mode() const {
return blend_shape_mode;
}
-void Mesh::surface_remove(int p_idx) {
+void ArrayMesh::surface_remove(int p_idx) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
VisualServer::get_singleton()->mesh_remove_surface(mesh, p_idx);
surfaces.remove(p_idx);
- triangle_mesh = Ref<TriangleMesh>();
+ _clear_triangle_mesh();
_recompute_aabb();
_change_notify();
emit_changed();
}
-int Mesh::surface_get_array_len(int p_idx) const {
+int ArrayMesh::surface_get_array_len(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, p_idx);
}
-int Mesh::surface_get_array_index_len(int p_idx) const {
+int ArrayMesh::surface_get_array_index_len(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), -1);
return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, p_idx);
}
-uint32_t Mesh::surface_get_format(int p_idx) const {
+uint32_t ArrayMesh::surface_get_format(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), 0);
return VisualServer::get_singleton()->mesh_surface_get_format(mesh, p_idx);
}
-Mesh::PrimitiveType Mesh::surface_get_primitive_type(int p_idx) const {
+ArrayMesh::PrimitiveType ArrayMesh::surface_get_primitive_type(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), PRIMITIVE_LINES);
return (PrimitiveType)VisualServer::get_singleton()->mesh_surface_get_primitive_type(mesh, p_idx);
}
-void Mesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
+void ArrayMesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
if (surfaces[p_idx].material == p_material)
@@ -465,40 +850,40 @@ void Mesh::surface_set_material(int p_idx, const Ref<Material> &p_material) {
_change_notify("material");
}
-void Mesh::surface_set_name(int p_idx, const String &p_name) {
+void ArrayMesh::surface_set_name(int p_idx, const String &p_name) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
surfaces[p_idx].name = p_name;
}
-String Mesh::surface_get_name(int p_idx) const {
+String ArrayMesh::surface_get_name(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), String());
return surfaces[p_idx].name;
}
-void Mesh::surface_set_custom_aabb(int p_idx, const Rect3 &p_aabb) {
+void ArrayMesh::surface_set_custom_aabb(int p_idx, const Rect3 &p_aabb) {
ERR_FAIL_INDEX(p_idx, surfaces.size());
surfaces[p_idx].aabb = p_aabb;
// set custom aabb too?
}
-Ref<Material> Mesh::surface_get_material(int p_idx) const {
+Ref<Material> ArrayMesh::surface_get_material(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, surfaces.size(), Ref<Material>());
return surfaces[p_idx].material;
}
-void Mesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data) {
+void ArrayMesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data) {
VisualServer::get_singleton()->mesh_add_surface_from_mesh_data(mesh, p_mesh_data);
Rect3 aabb;
for (int i = 0; i < p_mesh_data.vertices.size(); i++) {
if (i == 0)
- aabb.pos = p_mesh_data.vertices[i];
+ aabb.position = p_mesh_data.vertices[i];
else
aabb.expand_to(p_mesh_data.vertices[i]);
}
@@ -510,7 +895,7 @@ void Mesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data) {
else
aabb.merge_with(s.aabb);
- triangle_mesh = Ref<TriangleMesh>();
+ _clear_triangle_mesh();
surfaces.push_back(s);
_change_notify();
@@ -518,129 +903,27 @@ void Mesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data) {
emit_changed();
}
-RID Mesh::get_rid() const {
+RID ArrayMesh::get_rid() const {
return mesh;
}
-Rect3 Mesh::get_aabb() const {
+Rect3 ArrayMesh::get_aabb() const {
return aabb;
}
-void Mesh::set_custom_aabb(const Rect3 &p_custom) {
+void ArrayMesh::set_custom_aabb(const Rect3 &p_custom) {
custom_aabb = p_custom;
VS::get_singleton()->mesh_set_custom_aabb(mesh, custom_aabb);
}
-Rect3 Mesh::get_custom_aabb() const {
+Rect3 ArrayMesh::get_custom_aabb() const {
return custom_aabb;
}
-PoolVector<Face3> Mesh::get_faces() const {
-
- Ref<TriangleMesh> tm = generate_triangle_mesh();
- if (tm.is_valid())
- return tm->get_faces();
- return PoolVector<Face3>();
- /*
- for (int i=0;i<surfaces.size();i++) {
-
- if (VisualServer::get_singleton()->mesh_surface_get_primitive_type( mesh, i ) != VisualServer::PRIMITIVE_TRIANGLES )
- continue;
-
- PoolVector<int> indices;
- PoolVector<Vector3> vertices;
-
- vertices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_VERTEX);
-
- int len=VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, i);
- bool has_indices;
-
- if (len>0) {
-
- indices=VisualServer::get_singleton()->mesh_surface_get_array(mesh, i,VisualServer::ARRAY_INDEX);
- has_indices=true;
-
- } else {
-
- len=vertices.size();
- has_indices=false;
- }
-
- if (len<=0)
- continue;
-
- PoolVector<int>::Read indicesr = indices.read();
- const int *indicesptr = indicesr.ptr();
-
- PoolVector<Vector3>::Read verticesr = vertices.read();
- const Vector3 *verticesptr = verticesr.ptr();
-
- int old_faces=faces.size();
- int new_faces=old_faces+(len/3);
-
- faces.resize(new_faces);
-
- PoolVector<Face3>::Write facesw = faces.write();
- Face3 *facesptr=facesw.ptr();
-
-
- for (int i=0;i<len/3;i++) {
-
- Face3 face;
-
- for (int j=0;j<3;j++) {
-
- int idx=i*3+j;
- face.vertex[j] = has_indices ? verticesptr[ indicesptr[ idx ] ] : verticesptr[idx];
- }
-
- facesptr[i+old_faces]=face;
- }
-
- }
-*/
-}
-
-Ref<Shape> Mesh::create_convex_shape() const {
-
- PoolVector<Vector3> vertices;
-
- for (int i = 0; i < get_surface_count(); i++) {
-
- Array a = surface_get_arrays(i);
- PoolVector<Vector3> v = a[ARRAY_VERTEX];
- vertices.append_array(v);
- }
-
- Ref<ConvexPolygonShape> shape = memnew(ConvexPolygonShape);
- shape->set_points(vertices);
- return shape;
-}
-
-Ref<Shape> Mesh::create_trimesh_shape() const {
-
- PoolVector<Face3> faces = get_faces();
- if (faces.size() == 0)
- return Ref<Shape>();
-
- PoolVector<Vector3> face_points;
- face_points.resize(faces.size() * 3);
-
- for (int i = 0; i < face_points.size(); i++) {
-
- Face3 f = faces.get(i / 3);
- face_points.set(i, f.vertex[i % 3]);
- }
-
- Ref<ConcavePolygonShape> shape = memnew(ConcavePolygonShape);
- shape->set_faces(face_points);
- return shape;
-}
-
-void Mesh::center_geometry() {
+void ArrayMesh::center_geometry() {
/*
Vector3 ofs = aabb.pos+aabb.size*0.5;
@@ -668,13 +951,13 @@ void Mesh::center_geometry() {
*/
}
-void Mesh::regen_normalmaps() {
+void ArrayMesh::regen_normalmaps() {
Vector<Ref<SurfaceTool> > surfs;
for (int i = 0; i < get_surface_count(); i++) {
Ref<SurfaceTool> st = memnew(SurfaceTool);
- st->create_from(Ref<Mesh>(this), i);
+ st->create_from(Ref<ArrayMesh>(this), i);
surfs.push_back(st);
}
@@ -685,315 +968,42 @@ void Mesh::regen_normalmaps() {
for (int i = 0; i < surfs.size(); i++) {
surfs[i]->generate_tangents();
- surfs[i]->commit(Ref<Mesh>(this));
- }
-}
-
-Ref<TriangleMesh> Mesh::generate_triangle_mesh() const {
-
- if (triangle_mesh.is_valid())
- return triangle_mesh;
-
- int facecount = 0;
-
- for (int i = 0; i < get_surface_count(); i++) {
-
- if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
- continue;
-
- if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
-
- facecount += surface_get_array_index_len(i);
- } else {
-
- facecount += surface_get_array_len(i);
- }
- }
-
- if (facecount == 0 || (facecount % 3) != 0)
- return triangle_mesh;
-
- PoolVector<Vector3> faces;
- faces.resize(facecount);
- PoolVector<Vector3>::Write facesw = faces.write();
-
- int widx = 0;
-
- for (int i = 0; i < get_surface_count(); i++) {
-
- if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
- continue;
-
- Array a = surface_get_arrays(i);
-
- int vc = surface_get_array_len(i);
- PoolVector<Vector3> vertices = a[ARRAY_VERTEX];
- PoolVector<Vector3>::Read vr = vertices.read();
-
- if (surface_get_format(i) & ARRAY_FORMAT_INDEX) {
-
- int ic = surface_get_array_index_len(i);
- PoolVector<int> indices = a[ARRAY_INDEX];
- PoolVector<int>::Read ir = indices.read();
-
- for (int i = 0; i < ic; i++) {
- int index = ir[i];
- facesw[widx++] = vr[index];
- }
-
- } else {
-
- for (int i = 0; i < vc; i++)
- facesw[widx++] = vr[i];
- }
- }
-
- facesw = PoolVector<Vector3>::Write();
-
- triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
- triangle_mesh->create(faces);
-
- return triangle_mesh;
-}
-
-Ref<Mesh> Mesh::create_outline(float p_margin) const {
-
- Array arrays;
- int index_accum = 0;
- for (int i = 0; i < get_surface_count(); i++) {
-
- if (surface_get_primitive_type(i) != PRIMITIVE_TRIANGLES)
- continue;
-
- Array a = surface_get_arrays(i);
- int vcount = 0;
-
- if (i == 0) {
- arrays = a;
- PoolVector<Vector3> v = a[ARRAY_VERTEX];
- index_accum += v.size();
- } else {
-
- for (int j = 0; j < arrays.size(); j++) {
-
- if (arrays[j].get_type() == Variant::NIL || a[j].get_type() == Variant::NIL) {
- //mismatch, do not use
- arrays[j] = Variant();
- continue;
- }
-
- switch (j) {
-
- case ARRAY_VERTEX:
- case ARRAY_NORMAL: {
-
- PoolVector<Vector3> dst = arrays[j];
- PoolVector<Vector3> src = a[j];
- if (j == ARRAY_VERTEX)
- vcount = src.size();
- if (dst.size() == 0 || src.size() == 0) {
- arrays[j] = Variant();
- continue;
- }
- dst.append_array(src);
- arrays[j] = dst;
- } break;
- case ARRAY_TANGENT:
- case ARRAY_BONES:
- case ARRAY_WEIGHTS: {
-
- PoolVector<real_t> dst = arrays[j];
- PoolVector<real_t> src = a[j];
- if (dst.size() == 0 || src.size() == 0) {
- arrays[j] = Variant();
- continue;
- }
- dst.append_array(src);
- arrays[j] = dst;
-
- } break;
- case ARRAY_COLOR: {
- PoolVector<Color> dst = arrays[j];
- PoolVector<Color> src = a[j];
- if (dst.size() == 0 || src.size() == 0) {
- arrays[j] = Variant();
- continue;
- }
- dst.append_array(src);
- arrays[j] = dst;
-
- } break;
- case ARRAY_TEX_UV:
- case ARRAY_TEX_UV2: {
- PoolVector<Vector2> dst = arrays[j];
- PoolVector<Vector2> src = a[j];
- if (dst.size() == 0 || src.size() == 0) {
- arrays[j] = Variant();
- continue;
- }
- dst.append_array(src);
- arrays[j] = dst;
-
- } break;
- case ARRAY_INDEX: {
- PoolVector<int> dst = arrays[j];
- PoolVector<int> src = a[j];
- if (dst.size() == 0 || src.size() == 0) {
- arrays[j] = Variant();
- continue;
- }
- {
- int ss = src.size();
- PoolVector<int>::Write w = src.write();
- for (int k = 0; k < ss; k++) {
- w[k] += index_accum;
- }
- }
- dst.append_array(src);
- arrays[j] = dst;
- index_accum += vcount;
-
- } break;
- }
- }
- }
+ surfs[i]->commit(Ref<ArrayMesh>(this));
}
-
- {
- PoolVector<int>::Write ir;
- PoolVector<int> indices = arrays[ARRAY_INDEX];
- bool has_indices = false;
- PoolVector<Vector3> vertices = arrays[ARRAY_VERTEX];
- int vc = vertices.size();
- ERR_FAIL_COND_V(!vc, Ref<Mesh>());
- PoolVector<Vector3>::Write r = vertices.write();
-
- if (indices.size()) {
- vc = indices.size();
- ir = indices.write();
- has_indices = true;
- }
-
- Map<Vector3, Vector3> normal_accum;
-
- //fill normals with triangle normals
- for (int i = 0; i < vc; i += 3) {
-
- Vector3 t[3];
-
- if (has_indices) {
- t[0] = r[ir[i + 0]];
- t[1] = r[ir[i + 1]];
- t[2] = r[ir[i + 2]];
- } else {
- t[0] = r[i + 0];
- t[1] = r[i + 1];
- t[2] = r[i + 2];
- }
-
- Vector3 n = Plane(t[0], t[1], t[2]).normal;
-
- for (int j = 0; j < 3; j++) {
-
- Map<Vector3, Vector3>::Element *E = normal_accum.find(t[j]);
- if (!E) {
- normal_accum[t[j]] = n;
- } else {
- float d = n.dot(E->get());
- if (d < 1.0)
- E->get() += n * (1.0 - d);
- //E->get()+=n;
- }
- }
- }
-
- //normalize
-
- for (Map<Vector3, Vector3>::Element *E = normal_accum.front(); E; E = E->next()) {
- E->get().normalize();
- }
-
- //displace normals
- int vc2 = vertices.size();
-
- for (int i = 0; i < vc2; i++) {
-
- Vector3 t = r[i];
-
- Map<Vector3, Vector3>::Element *E = normal_accum.find(t);
- ERR_CONTINUE(!E);
-
- t += E->get() * p_margin;
- r[i] = t;
- }
-
- r = PoolVector<Vector3>::Write();
- arrays[ARRAY_VERTEX] = vertices;
-
- if (!has_indices) {
-
- PoolVector<int> new_indices;
- new_indices.resize(vertices.size());
- PoolVector<int>::Write iw = new_indices.write();
-
- for (int j = 0; j < vc2; j += 3) {
-
- iw[j] = j;
- iw[j + 1] = j + 2;
- iw[j + 2] = j + 1;
- }
-
- iw = PoolVector<int>::Write();
- arrays[ARRAY_INDEX] = new_indices;
-
- } else {
-
- for (int j = 0; j < vc; j += 3) {
-
- SWAP(ir[j + 1], ir[j + 2]);
- }
- ir = PoolVector<int>::Write();
- arrays[ARRAY_INDEX] = indices;
- }
- }
-
- Ref<Mesh> newmesh = memnew(Mesh);
- newmesh->add_surface_from_arrays(PRIMITIVE_TRIANGLES, arrays);
- return newmesh;
}
-void Mesh::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &Mesh::add_blend_shape);
- ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &Mesh::get_blend_shape_count);
- ClassDB::bind_method(D_METHOD("get_blend_shape_name", "index"), &Mesh::get_blend_shape_name);
- ClassDB::bind_method(D_METHOD("clear_blend_shapes"), &Mesh::clear_blend_shapes);
- ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &Mesh::set_blend_shape_mode);
- ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &Mesh::get_blend_shape_mode);
-
- ClassDB::bind_method(D_METHOD("add_surface_from_arrays", "primitive", "arrays", "blend_shapes", "compress_flags"), &Mesh::add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
- ClassDB::bind_method(D_METHOD("get_surface_count"), &Mesh::get_surface_count);
- ClassDB::bind_method(D_METHOD("surface_remove", "surf_idx"), &Mesh::surface_remove);
- ClassDB::bind_method(D_METHOD("surface_get_array_len", "surf_idx"), &Mesh::surface_get_array_len);
- ClassDB::bind_method(D_METHOD("surface_get_array_index_len", "surf_idx"), &Mesh::surface_get_array_index_len);
- ClassDB::bind_method(D_METHOD("surface_get_format", "surf_idx"), &Mesh::surface_get_format);
- ClassDB::bind_method(D_METHOD("surface_get_primitive_type", "surf_idx"), &Mesh::surface_get_primitive_type);
- ClassDB::bind_method(D_METHOD("surface_set_material", "surf_idx", "material:Material"), &Mesh::surface_set_material);
- ClassDB::bind_method(D_METHOD("surface_get_material:Material", "surf_idx"), &Mesh::surface_get_material);
- ClassDB::bind_method(D_METHOD("surface_set_name", "surf_idx", "name"), &Mesh::surface_set_name);
- ClassDB::bind_method(D_METHOD("surface_get_name", "surf_idx"), &Mesh::surface_get_name);
- ClassDB::bind_method(D_METHOD("create_trimesh_shape:Shape"), &Mesh::create_trimesh_shape);
- ClassDB::bind_method(D_METHOD("create_convex_shape:Shape"), &Mesh::create_convex_shape);
- ClassDB::bind_method(D_METHOD("create_outline:Mesh", "margin"), &Mesh::create_outline);
- ClassDB::bind_method(D_METHOD("center_geometry"), &Mesh::center_geometry);
+void ArrayMesh::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("add_blend_shape", "name"), &ArrayMesh::add_blend_shape);
+ ClassDB::bind_method(D_METHOD("get_blend_shape_count"), &ArrayMesh::get_blend_shape_count);
+ ClassDB::bind_method(D_METHOD("get_blend_shape_name", "index"), &ArrayMesh::get_blend_shape_name);
+ ClassDB::bind_method(D_METHOD("clear_blend_shapes"), &ArrayMesh::clear_blend_shapes);
+ ClassDB::bind_method(D_METHOD("set_blend_shape_mode", "mode"), &ArrayMesh::set_blend_shape_mode);
+ ClassDB::bind_method(D_METHOD("get_blend_shape_mode"), &ArrayMesh::get_blend_shape_mode);
+
+ ClassDB::bind_method(D_METHOD("add_surface_from_arrays", "primitive", "arrays", "blend_shapes", "compress_flags"), &ArrayMesh::add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
+ ClassDB::bind_method(D_METHOD("get_surface_count"), &ArrayMesh::get_surface_count);
+ ClassDB::bind_method(D_METHOD("surface_remove", "surf_idx"), &ArrayMesh::surface_remove);
+ ClassDB::bind_method(D_METHOD("surface_get_array_len", "surf_idx"), &ArrayMesh::surface_get_array_len);
+ ClassDB::bind_method(D_METHOD("surface_get_array_index_len", "surf_idx"), &ArrayMesh::surface_get_array_index_len);
+ ClassDB::bind_method(D_METHOD("surface_get_format", "surf_idx"), &ArrayMesh::surface_get_format);
+ ClassDB::bind_method(D_METHOD("surface_get_primitive_type", "surf_idx"), &ArrayMesh::surface_get_primitive_type);
+ ClassDB::bind_method(D_METHOD("surface_set_material", "surf_idx", "material:Material"), &ArrayMesh::surface_set_material);
+ ClassDB::bind_method(D_METHOD("surface_get_material:Material", "surf_idx"), &ArrayMesh::surface_get_material);
+ ClassDB::bind_method(D_METHOD("surface_set_name", "surf_idx", "name"), &ArrayMesh::surface_set_name);
+ ClassDB::bind_method(D_METHOD("surface_get_name", "surf_idx"), &ArrayMesh::surface_get_name);
+ ClassDB::bind_method(D_METHOD("create_trimesh_shape:Shape"), &ArrayMesh::create_trimesh_shape);
+ ClassDB::bind_method(D_METHOD("create_convex_shape:Shape"), &ArrayMesh::create_convex_shape);
+ ClassDB::bind_method(D_METHOD("create_outline:ArrayMesh", "margin"), &ArrayMesh::create_outline);
+ ClassDB::bind_method(D_METHOD("center_geometry"), &ArrayMesh::center_geometry);
ClassDB::set_method_flags(get_class_static(), _scs_create("center_geometry"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
- ClassDB::bind_method(D_METHOD("regen_normalmaps"), &Mesh::regen_normalmaps);
+ ClassDB::bind_method(D_METHOD("regen_normalmaps"), &ArrayMesh::regen_normalmaps);
ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normalmaps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
- ClassDB::bind_method(D_METHOD("get_faces"), &Mesh::get_faces);
- ClassDB::bind_method(D_METHOD("generate_triangle_mesh:TriangleMesh"), &Mesh::generate_triangle_mesh);
+ ClassDB::bind_method(D_METHOD("get_faces"), &ArrayMesh::get_faces);
+ ClassDB::bind_method(D_METHOD("generate_triangle_mesh:TriangleMesh"), &ArrayMesh::generate_triangle_mesh);
- ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &Mesh::set_custom_aabb);
- ClassDB::bind_method(D_METHOD("get_custom_aabb"), &Mesh::get_custom_aabb);
+ ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &ArrayMesh::set_custom_aabb);
+ ClassDB::bind_method(D_METHOD("get_custom_aabb"), &ArrayMesh::get_custom_aabb);
BIND_CONSTANT(NO_INDEX_ARRAY);
BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
@@ -1027,81 +1037,13 @@ void Mesh::_bind_methods() {
BIND_CONSTANT(PRIMITIVE_TRIANGLE_FAN);
}
-Mesh::Mesh() {
+ArrayMesh::ArrayMesh() {
mesh = VisualServer::get_singleton()->mesh_create();
blend_shape_mode = BLEND_SHAPE_MODE_RELATIVE;
}
-Mesh::~Mesh() {
+ArrayMesh::~ArrayMesh() {
VisualServer::get_singleton()->free(mesh);
}
-
-////////////////////////
-
-void QuadMesh::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &QuadMesh::set_material);
- ClassDB::bind_method(D_METHOD("get_material:Material"), &QuadMesh::get_material);
-
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
-}
-
-void QuadMesh::set_material(const Ref<Material> &p_material) {
-
- surface_set_material(0, p_material);
-}
-
-Ref<Material> QuadMesh::get_material() const {
-
- return surface_get_material(0);
-}
-
-QuadMesh::QuadMesh() {
-
- PoolVector<Vector3> faces;
- PoolVector<Vector3> normals;
- PoolVector<float> tangents;
- PoolVector<Vector2> uvs;
-
- faces.resize(4);
- normals.resize(4);
- tangents.resize(4 * 4);
- uvs.resize(4);
-
- for (int i = 0; i < 4; i++) {
-
- static const Vector3 quad_faces[4] = {
- Vector3(-1, -1, 0),
- Vector3(-1, 1, 0),
- Vector3(1, 1, 0),
- Vector3(1, -1, 0),
- };
-
- faces.set(i, quad_faces[i]);
- normals.set(i, Vector3(0, 0, 1));
- tangents.set(i * 4 + 0, 1.0);
- tangents.set(i * 4 + 1, 0.0);
- tangents.set(i * 4 + 2, 0.0);
- tangents.set(i * 4 + 3, 1.0);
-
- static const Vector2 quad_uv[4] = {
- Vector2(0, 1),
- Vector2(0, 0),
- Vector2(1, 0),
- Vector2(1, 1),
- };
-
- uvs.set(i, quad_uv[i]);
- }
-
- Array arr;
- arr.resize(ARRAY_MAX);
- arr[ARRAY_VERTEX] = faces;
- arr[ARRAY_NORMAL] = normals;
- arr[ARRAY_TANGENT] = tangents;
- arr[ARRAY_TEX_UV] = uvs;
-
- add_surface_from_arrays(PRIMITIVE_TRIANGLE_FAN, arr);
-}
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index e441b4924a..37fddf3aa6 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -38,10 +38,13 @@
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
-class Mesh : public Resource {
+class Mesh : public Resource {
GDCLASS(Mesh, Resource);
- RES_BASE_EXTENSION("msh");
+
+ mutable Ref<TriangleMesh> triangle_mesh; //cached
+protected:
+ void _clear_triangle_mesh();
public:
enum {
@@ -111,6 +114,34 @@ public:
BLEND_SHAPE_MODE_RELATIVE = VS::BLEND_SHAPE_MODE_RELATIVE,
};
+ virtual int get_surface_count() const = 0;
+ virtual int surface_get_array_len(int p_idx) const = 0;
+ virtual int surface_get_array_index_len(int p_idx) const = 0;
+ virtual Array surface_get_arrays(int p_surface) const = 0;
+ virtual uint32_t surface_get_format(int p_idx) const = 0;
+ virtual PrimitiveType surface_get_primitive_type(int p_idx) const = 0;
+ virtual Ref<Material> surface_get_material(int p_idx) const = 0;
+ virtual int get_blend_shape_count() const = 0;
+ virtual StringName get_blend_shape_name(int p_index) const = 0;
+
+ PoolVector<Face3> get_faces() const;
+ Ref<TriangleMesh> generate_triangle_mesh() const;
+
+ Ref<Shape> create_trimesh_shape() const;
+ Ref<Shape> create_convex_shape() const;
+
+ Ref<Mesh> create_outline(float p_margin) const;
+
+ virtual Rect3 get_aabb() const = 0;
+
+ Mesh();
+};
+
+class ArrayMesh : public Mesh {
+
+ GDCLASS(ArrayMesh, Mesh);
+ RES_BASE_EXTENSION("mesh");
+
private:
struct Surface {
String name;
@@ -124,8 +155,6 @@ private:
Vector<StringName> blend_shapes;
Rect3 custom_aabb;
- mutable Ref<TriangleMesh> triangle_mesh;
-
void _recompute_aabb();
protected:
@@ -177,33 +206,12 @@ public:
Rect3 get_aabb() const;
virtual RID get_rid() const;
- Ref<Shape> create_trimesh_shape() const;
- Ref<Shape> create_convex_shape() const;
-
- Ref<Mesh> create_outline(float p_margin) const;
-
void center_geometry();
void regen_normalmaps();
- PoolVector<Face3> get_faces() const;
- Ref<TriangleMesh> generate_triangle_mesh() const;
- Mesh();
-
- ~Mesh();
-};
-
-class QuadMesh : public Mesh {
-
- GDCLASS(QuadMesh, Mesh)
+ ArrayMesh();
-protected:
- virtual bool _is_generated() const { return true; }
- static void _bind_methods();
-
-public:
- void set_material(const Ref<Material> &p_material);
- Ref<Material> get_material() const;
- QuadMesh();
+ ~ArrayMesh();
};
VARIANT_ENUM_CAST(Mesh::ArrayType);
diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp
index b6b47bf443..dc3713fb57 100644
--- a/scene/resources/mesh_data_tool.cpp
+++ b/scene/resources/mesh_data_tool.cpp
@@ -38,7 +38,7 @@ void MeshDataTool::clear() {
format = 0;
}
-Error MeshDataTool::create_from_surface(const Ref<Mesh> &p_mesh, int p_surface) {
+Error MeshDataTool::create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surface) {
ERR_FAIL_COND_V(p_mesh.is_null(), ERR_INVALID_PARAMETER);
@@ -179,7 +179,7 @@ Error MeshDataTool::create_from_surface(const Ref<Mesh> &p_mesh, int p_surface)
return OK;
}
-Error MeshDataTool::commit_to_surface(const Ref<Mesh> &p_mesh) {
+Error MeshDataTool::commit_to_surface(const Ref<ArrayMesh> &p_mesh) {
ERR_FAIL_COND_V(p_mesh.is_null(), ERR_INVALID_PARAMETER);
Array arr;
@@ -309,7 +309,7 @@ Error MeshDataTool::commit_to_surface(const Ref<Mesh> &p_mesh) {
if (w.size())
arr[Mesh::ARRAY_WEIGHTS] = w;
- Ref<Mesh> ncmesh = p_mesh;
+ Ref<ArrayMesh> ncmesh = p_mesh;
int sc = ncmesh->get_surface_count();
ncmesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
ncmesh->surface_set_material(sc, material);
diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h
index f6797d3e5e..ad771edbd1 100644
--- a/scene/resources/mesh_data_tool.h
+++ b/scene/resources/mesh_data_tool.h
@@ -78,8 +78,8 @@ protected:
public:
void clear();
- Error create_from_surface(const Ref<Mesh> &p_mesh, int p_surface);
- Error commit_to_surface(const Ref<Mesh> &p_mesh);
+ Error create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surface);
+ Error commit_to_surface(const Ref<ArrayMesh> &p_mesh);
int get_format() const;
diff --git a/scene/resources/mesh_library.h b/scene/resources/mesh_library.h
index a381f54a19..cc39110a99 100644
--- a/scene/resources/mesh_library.h
+++ b/scene/resources/mesh_library.h
@@ -39,7 +39,7 @@
class MeshLibrary : public Resource {
GDCLASS(MeshLibrary, Resource);
- RES_BASE_EXTENSION("gt");
+ RES_BASE_EXTENSION("meshlib");
struct Item {
String name;
diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h
index 4a00685b9f..7d6a0ce44f 100644
--- a/scene/resources/multimesh.h
+++ b/scene/resources/multimesh.h
@@ -36,7 +36,7 @@
class MultiMesh : public Resource {
GDCLASS(MultiMesh, Resource);
- RES_BASE_EXTENSION("mmsh");
+ RES_BASE_EXTENSION("multimesh");
public:
enum TransformFormat {
diff --git a/scene/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp
index 472031366f..80b413630a 100644
--- a/scene/resources/polygon_path_finder.cpp
+++ b/scene/resources/polygon_path_finder.cpp
@@ -71,7 +71,7 @@ void PolygonPathFinder::setup(const Vector<Vector2> &p_points, const Vector<int>
outside_point.y = i == 0 ? p_points[0].y : (MAX(p_points[i].y, outside_point.y));
if (i == 0) {
- bounds.pos = points[i].pos;
+ bounds.position = points[i].pos;
} else {
bounds.expand_to(points[i].pos);
}
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
new file mode 100644
index 0000000000..d4221dcb3f
--- /dev/null
+++ b/scene/resources/primitive_meshes.cpp
@@ -0,0 +1,1454 @@
+/*************************************************************************/
+/* primitive_meshes.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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. */
+/*************************************************************************/
+
+#include "primitive_meshes.h"
+#include "servers/visual_server.h"
+
+/**
+ PrimitiveMesh
+*/
+void PrimitiveMesh::_update() {
+ if (!cache_is_dirty)
+ return;
+
+ Array arr;
+ arr.resize(VS::ARRAY_MAX);
+ _create_mesh_array(arr);
+
+ // in with the new
+ VisualServer::get_singleton()->mesh_clear(mesh);
+ VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)primitive_type, arr);
+ VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
+
+ cache_is_dirty = false;
+
+ _clear_triangle_mesh();
+ emit_changed();
+}
+
+void PrimitiveMesh::_queue_update() {
+ if (!cache_is_dirty) {
+ cache_is_dirty = true;
+ call_deferred("_update");
+ }
+}
+
+void PrimitiveMesh::set_aabb(Rect3 p_aabb) {
+ aabb = p_aabb;
+}
+
+int PrimitiveMesh::get_surface_count() const {
+ return 1;
+}
+
+int PrimitiveMesh::surface_get_array_len(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, 1, -1);
+ return VisualServer::get_singleton()->mesh_surface_get_array_len(mesh, 0);
+}
+
+int PrimitiveMesh::surface_get_array_index_len(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, 1, -1);
+ return VisualServer::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
+}
+
+Array PrimitiveMesh::surface_get_arrays(int p_surface) const {
+ ERR_FAIL_INDEX_V(p_surface, 1, Array());
+ return VisualServer::get_singleton()->mesh_surface_get_arrays(mesh, 0);
+}
+
+uint32_t PrimitiveMesh::surface_get_format(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, 1, 0);
+ return VisualServer::get_singleton()->mesh_surface_get_format(mesh, 0);
+}
+
+Mesh::PrimitiveType PrimitiveMesh::surface_get_primitive_type(int p_idx) const {
+ return primitive_type;
+}
+
+Ref<Material> PrimitiveMesh::surface_get_material(int p_idx) const {
+ return material;
+}
+
+int PrimitiveMesh::get_blend_shape_count() const {
+ return 0;
+}
+
+StringName PrimitiveMesh::get_blend_shape_name(int p_index) const {
+ return StringName();
+}
+
+Rect3 PrimitiveMesh::get_aabb() const {
+ return aabb;
+}
+
+RID PrimitiveMesh::get_rid() const {
+ return mesh;
+}
+
+void PrimitiveMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("_update"), &PrimitiveMesh::_update);
+
+ ClassDB::bind_method(D_METHOD("set_material", "material:Material"), &PrimitiveMesh::set_material);
+ ClassDB::bind_method(D_METHOD("get_material:Material"), &PrimitiveMesh::get_material);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
+}
+
+void PrimitiveMesh::set_material(const Ref<Material> &p_material) {
+ material = p_material;
+ if (!cache_is_dirty) {
+ // just apply it, else it'll happen when _update is called.
+ VisualServer::get_singleton()->mesh_surface_set_material(mesh, 0, material.is_null() ? RID() : material->get_rid());
+
+ _change_notify();
+ emit_changed();
+ };
+}
+
+Ref<Material> PrimitiveMesh::get_material() const {
+ return material;
+}
+
+PrimitiveMesh::PrimitiveMesh() {
+ // defaults
+ mesh = VisualServer::get_singleton()->mesh_create();
+
+ // assume primitive triangles as the type, correct for all but one and it will change this :)
+ primitive_type = Mesh::PRIMITIVE_TRIANGLES;
+
+ // make sure we do an update after we've finished constructing our object
+ cache_is_dirty = false;
+ _queue_update();
+}
+
+PrimitiveMesh::~PrimitiveMesh() {
+ VisualServer::get_singleton()->free(mesh);
+}
+
+/**
+ CapsuleMesh
+*/
+
+void CapsuleMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, y, z, u, v, w;
+ float onethird = 1.0 / 3.0;
+ float twothirds = 2.0 / 3.0;
+
+ set_aabb(Rect3(Vector3(-radius, (mid_height * -0.5) - radius, -radius), Vector3(radius * 2.0, mid_height + (2.0 * radius), radius * 2.0)));
+
+ PoolVector<Vector3> points;
+ PoolVector<Vector3> normals;
+ PoolVector<float> tangents;
+ PoolVector<Vector2> uvs;
+ PoolVector<int> indices;
+ point = 0;
+
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
+ tangents.push_back(m_x); \
+ tangents.push_back(m_y); \
+ tangents.push_back(m_z); \
+ tangents.push_back(m_d);
+
+ /* top hemisphere */
+ thisrow = 0;
+ prevrow = 0;
+ for (j = 0; j <= (rings + 1); j++) {
+ v = j;
+ w;
+
+ v /= (rings + 1);
+ w = sin(0.5 * Math_PI * v);
+ y = radius * cos(0.5 * Math_PI * v);
+
+ for (i = 0; i <= radial_segments; i++) {
+ u = i;
+ u /= radial_segments;
+
+ x = sin(u * (Math_PI * 2.0));
+ z = cos(u * (Math_PI * 2.0));
+
+ Vector3 p = Vector3(x * radius * w, y, z * radius * w);
+ points.push_back(p + Vector3(0.0, 0.5 * mid_height, 0.0));
+ normals.push_back(p.normalized());
+ ADD_TANGENT(-z, 0.0, x, -1.0)
+ uvs.push_back(Vector2(u, v * onethird));
+ point++;
+
+ if (i > 0 && j > 0) {
+ indices.push_back(prevrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i - 1);
+
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i);
+ indices.push_back(thisrow + i - 1);
+ };
+ };
+
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ /* cylinder */
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (rings + 1); j++) {
+ v = j;
+ v /= (rings + 1);
+
+ y = mid_height * v;
+ y = (mid_height * 0.5) - y;
+
+ for (i = 0; i <= radial_segments; i++) {
+ u = i;
+ u /= radial_segments;
+
+ x = sin(u * (Math_PI * 2.0));
+ z = cos(u * (Math_PI * 2.0));
+
+ Vector3 p = Vector3(x * radius, y, z * radius);
+ points.push_back(p);
+ normals.push_back(Vector3(x, 0.0, z));
+ ADD_TANGENT(-z, 0.0, x, -1.0)
+ uvs.push_back(Vector2(u, onethird + (v * onethird)));
+ point++;
+
+ if (i > 0 && j > 0) {
+ indices.push_back(prevrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i - 1);
+
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i);
+ indices.push_back(thisrow + i - 1);
+ };
+ };
+
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ /* bottom hemisphere */
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (rings + 1); j++) {
+ v = j;
+ w;
+
+ v /= (rings + 1);
+ v += 1.0;
+ w = sin(0.5 * Math_PI * v);
+ y = radius * cos(0.5 * Math_PI * v);
+
+ for (i = 0; i <= radial_segments; i++) {
+ float u = i;
+ u /= radial_segments;
+
+ x = sin(u * (Math_PI * 2.0));
+ z = cos(u * (Math_PI * 2.0));
+
+ Vector3 p = Vector3(x * radius * w, y, z * radius * w);
+ points.push_back(p + Vector3(0.0, -0.5 * mid_height, 0.0));
+ normals.push_back(p.normalized());
+ ADD_TANGENT(-z, 0.0, x, -1.0)
+ uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
+ point++;
+
+ if (i > 0 && j > 0) {
+ indices.push_back(prevrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i - 1);
+
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i);
+ indices.push_back(thisrow + i - 1);
+ };
+ };
+
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ p_arr[VS::ARRAY_VERTEX] = points;
+ p_arr[VS::ARRAY_NORMAL] = normals;
+ p_arr[VS::ARRAY_TANGENT] = tangents;
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
+ p_arr[VS::ARRAY_INDEX] = indices;
+}
+
+void CapsuleMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &CapsuleMesh::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &CapsuleMesh::get_radius);
+ ClassDB::bind_method(D_METHOD("set_mid_height", "mid_height"), &CapsuleMesh::set_mid_height);
+ ClassDB::bind_method(D_METHOD("get_mid_height"), &CapsuleMesh::get_mid_height);
+
+ ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CapsuleMesh::set_radial_segments);
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &CapsuleMesh::get_radial_segments);
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CapsuleMesh::set_rings);
+ ClassDB::bind_method(D_METHOD("get_rings"), &CapsuleMesh::get_rings);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "mid_height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_mid_height", "get_mid_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
+}
+
+void CapsuleMesh::set_radius(const float p_radius) {
+ radius = p_radius;
+ _queue_update();
+}
+
+float CapsuleMesh::get_radius() const {
+ return radius;
+}
+
+void CapsuleMesh::set_mid_height(const float p_mid_height) {
+ mid_height = p_mid_height;
+ _queue_update();
+}
+
+float CapsuleMesh::get_mid_height() const {
+ return mid_height;
+}
+
+void CapsuleMesh::set_radial_segments(const int p_segments) {
+ radial_segments = p_segments > 4 ? p_segments : 4;
+ _queue_update();
+}
+
+int CapsuleMesh::get_radial_segments() const {
+ return radial_segments;
+}
+
+void CapsuleMesh::set_rings(const int p_rings) {
+ rings = p_rings > 1 ? p_rings : 1;
+ _queue_update();
+}
+
+int CapsuleMesh::get_rings() const {
+ return rings;
+}
+
+CapsuleMesh::CapsuleMesh() {
+ // defaults
+ radius = 0.5;
+ mid_height = 0.5;
+ radial_segments = 64;
+ rings = 8;
+}
+
+/**
+ CubeMesh
+*/
+
+void CubeMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, y, z;
+ float onethird = 1.0 / 3.0;
+ float twothirds = 2.0 / 3.0;
+
+ Vector3 start_pos = size * -0.5;
+
+ // set our bounding box
+ set_aabb(Rect3(start_pos, size));
+
+ PoolVector<Vector3> points;
+ PoolVector<Vector3> normals;
+ PoolVector<float> tangents;
+ PoolVector<Vector2> uvs;
+ PoolVector<int> indices;
+ point = 0;
+
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
+ tangents.push_back(m_x); \
+ tangents.push_back(m_y); \
+ tangents.push_back(m_z); \
+ tangents.push_back(m_d);
+
+ // front + back
+ y = start_pos.y;
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= subdivide_h + 1; j++) {
+ x = start_pos.x;
+ for (i = 0; i <= subdivide_w + 1; i++) {
+ float u = i;
+ float v = j;
+ u /= (3.0 * (subdivide_w + 1.0));
+ v /= (2.0 * (subdivide_h + 1.0));
+
+ // front
+ points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
+ normals.push_back(Vector3(0.0, 0.0, 1.0));
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ uvs.push_back(Vector2(u, v));
+ point++;
+
+ // back
+ points.push_back(Vector3(-x, -y, start_pos.z));
+ normals.push_back(Vector3(0.0, 0.0, -1.0));
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ uvs.push_back(Vector2(twothirds + u, v));
+ point++;
+
+ if (i > 0 && j > 0) {
+ int i2 = i * 2;
+
+ // front
+ indices.push_back(prevrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+
+ // back
+ indices.push_back(prevrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ };
+
+ x += size.x / (subdivide_w + 1.0);
+ };
+
+ y += size.y / (subdivide_h + 1.0);
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ // left + right
+ y = start_pos.y;
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (subdivide_h + 1); j++) {
+ z = start_pos.z;
+ for (i = 0; i <= (subdivide_d + 1); i++) {
+ float u = i;
+ float v = j;
+ u /= (3.0 * (subdivide_d + 1.0));
+ v /= (2.0 * (subdivide_h + 1.0));
+
+ // right
+ points.push_back(Vector3(-start_pos.x, -y, -z));
+ normals.push_back(Vector3(1.0, 0.0, 0.0));
+ ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
+ uvs.push_back(Vector2(onethird + u, v));
+ point++;
+
+ // left
+ points.push_back(Vector3(start_pos.x, -y, z));
+ normals.push_back(Vector3(-1.0, 0.0, 0.0));
+ ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
+ uvs.push_back(Vector2(u, 0.5 + v));
+ point++;
+
+ if (i > 0 && j > 0) {
+ int i2 = i * 2;
+
+ // right
+ indices.push_back(prevrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+
+ // left
+ indices.push_back(prevrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ };
+
+ z += size.z / (subdivide_d + 1.0);
+ };
+
+ y += size.y / (subdivide_h + 1.0);
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ // top + bottom
+ z = start_pos.z;
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (subdivide_d + 1); j++) {
+ x = start_pos.x;
+ for (i = 0; i <= (subdivide_w + 1); i++) {
+ float u = i;
+ float v = j;
+ u /= (3.0 * (subdivide_w + 1.0));
+ v /= (2.0 * (subdivide_d + 1.0));
+
+ // top
+ points.push_back(Vector3(-x, -start_pos.y, -z));
+ normals.push_back(Vector3(0.0, 1.0, 0.0));
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ uvs.push_back(Vector2(onethird + u, 0.5 + v));
+ point++;
+
+ // bottom
+ points.push_back(Vector3(x, start_pos.y, -z));
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ uvs.push_back(Vector2(twothirds + u, 0.5 + v));
+ point++;
+
+ if (i > 0 && j > 0) {
+ int i2 = i * 2;
+
+ // top
+ indices.push_back(prevrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+
+ // bottom
+ indices.push_back(prevrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ };
+
+ x += size.x / (subdivide_w + 1.0);
+ };
+
+ z += size.z / (subdivide_d + 1.0);
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ p_arr[VS::ARRAY_VERTEX] = points;
+ p_arr[VS::ARRAY_NORMAL] = normals;
+ p_arr[VS::ARRAY_TANGENT] = tangents;
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
+ p_arr[VS::ARRAY_INDEX] = indices;
+}
+
+void CubeMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &CubeMesh::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &CubeMesh::get_size);
+
+ ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &CubeMesh::set_subdivide_width);
+ ClassDB::bind_method(D_METHOD("get_subdivide_width"), &CubeMesh::get_subdivide_width);
+ ClassDB::bind_method(D_METHOD("set_subdivide_height", "divisions"), &CubeMesh::set_subdivide_height);
+ ClassDB::bind_method(D_METHOD("get_subdivide_height"), &CubeMesh::get_subdivide_height);
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "divisions"), &CubeMesh::set_subdivide_depth);
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &CubeMesh::get_subdivide_depth);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_height", "get_subdivide_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_depth", "get_subdivide_depth");
+}
+
+void CubeMesh::set_size(const Vector3 &p_size) {
+ size = p_size;
+ _queue_update();
+}
+
+Vector3 CubeMesh::get_size() const {
+ return size;
+}
+
+void CubeMesh::set_subdivide_width(const int p_subdivide) {
+ subdivide_w = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int CubeMesh::get_subdivide_width() const {
+ return subdivide_w;
+}
+
+void CubeMesh::set_subdivide_height(const int p_subdivide) {
+ subdivide_h = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int CubeMesh::get_subdivide_height() const {
+ return subdivide_h;
+}
+
+void CubeMesh::set_subdivide_depth(const int p_subdivide) {
+ subdivide_d = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int CubeMesh::get_subdivide_depth() const {
+ return subdivide_d;
+}
+
+CubeMesh::CubeMesh() {
+ // defaults
+ size = Vector3(1.0, 1.0, 1.0);
+ subdivide_w = 0;
+ subdivide_h = 0;
+ subdivide_d = 0;
+}
+
+/**
+ CylinderMesh
+*/
+
+void CylinderMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, y, z, u, v, radius;
+
+ radius = bottom_radius > top_radius ? bottom_radius : top_radius;
+
+ set_aabb(Rect3(Vector3(-radius, height * -0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
+
+ PoolVector<Vector3> points;
+ PoolVector<Vector3> normals;
+ PoolVector<float> tangents;
+ PoolVector<Vector2> uvs;
+ PoolVector<int> indices;
+ point = 0;
+
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
+ tangents.push_back(m_x); \
+ tangents.push_back(m_y); \
+ tangents.push_back(m_z); \
+ tangents.push_back(m_d);
+
+ thisrow = 0;
+ prevrow = 0;
+ for (j = 0; j <= (rings + 1); j++) {
+ v = j;
+ v /= (rings + 1);
+
+ radius = top_radius + ((bottom_radius - top_radius) * v);
+
+ y = height * v;
+ y = (height * 0.5) - y;
+
+ for (i = 0; i <= radial_segments; i++) {
+ u = i;
+ u /= radial_segments;
+
+ x = sin(u * (Math_PI * 2.0));
+ z = cos(u * (Math_PI * 2.0));
+
+ Vector3 p = Vector3(x * radius, y, z * radius);
+ points.push_back(p);
+ normals.push_back(Vector3(x, 0.0, z));
+ ADD_TANGENT(-z, 0.0, x, -1.0)
+ uvs.push_back(Vector2(u, v * 0.5));
+ point++;
+
+ if (i > 0 && j > 0) {
+ indices.push_back(prevrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i - 1);
+
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i);
+ indices.push_back(thisrow + i - 1);
+ };
+ };
+
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ // add top
+ if (top_radius > 0.0) {
+ y = height * 0.5;
+
+ thisrow = point;
+ points.push_back(Vector3(0.0, y, 0.0));
+ normals.push_back(Vector3(0.0, 1.0, 0.0));
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
+ uvs.push_back(Vector2(0.25, 0.75));
+ point++;
+
+ for (i = 0; i <= radial_segments; i++) {
+ float r = i;
+ r /= radial_segments;
+
+ x = sin(r * (Math_PI * 2.0));
+ z = cos(r * (Math_PI * 2.0));
+
+ u = ((x + 1.0) * 0.25);
+ v = 0.5 + ((z + 1.0) * 0.25);
+
+ Vector3 p = Vector3(x * top_radius, y, z * top_radius);
+ points.push_back(p);
+ normals.push_back(Vector3(0.0, 1.0, 0.0));
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
+ uvs.push_back(Vector2(u, v));
+ point++;
+
+ if (i > 0) {
+ indices.push_back(thisrow);
+ indices.push_back(point - 1);
+ indices.push_back(point - 2);
+ };
+ };
+ };
+
+ // add bottom
+ if (bottom_radius > 0.0) {
+ y = height * -0.5;
+
+ thisrow = point;
+ points.push_back(Vector3(0.0, y, 0.0));
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0)
+ uvs.push_back(Vector2(0.75, 0.75));
+ point++;
+
+ for (i = 0; i <= radial_segments; i++) {
+ float r = i;
+ r /= radial_segments;
+
+ x = sin(r * (Math_PI * 2.0));
+ z = cos(r * (Math_PI * 2.0));
+
+ u = 0.5 + ((x + 1.0) * 0.25);
+ v = 1.0 - ((z + 1.0) * 0.25);
+
+ Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius);
+ points.push_back(p);
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0)
+ uvs.push_back(Vector2(u, v));
+ point++;
+
+ if (i > 0) {
+ indices.push_back(thisrow);
+ indices.push_back(point - 2);
+ indices.push_back(point - 1);
+ };
+ };
+ };
+
+ p_arr[VS::ARRAY_VERTEX] = points;
+ p_arr[VS::ARRAY_NORMAL] = normals;
+ p_arr[VS::ARRAY_TANGENT] = tangents;
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
+ p_arr[VS::ARRAY_INDEX] = indices;
+}
+
+void CylinderMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_top_radius", "radius"), &CylinderMesh::set_top_radius);
+ ClassDB::bind_method(D_METHOD("get_top_radius"), &CylinderMesh::get_top_radius);
+ ClassDB::bind_method(D_METHOD("set_bottom_radius", "radius"), &CylinderMesh::set_bottom_radius);
+ ClassDB::bind_method(D_METHOD("get_bottom_radius"), &CylinderMesh::get_bottom_radius);
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &CylinderMesh::set_height);
+ ClassDB::bind_method(D_METHOD("get_height"), &CylinderMesh::get_height);
+
+ ClassDB::bind_method(D_METHOD("set_radial_segments", "segments"), &CylinderMesh::set_radial_segments);
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &CylinderMesh::get_radial_segments);
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &CylinderMesh::set_rings);
+ ClassDB::bind_method(D_METHOD("get_rings"), &CylinderMesh::get_rings);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "top_radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_top_radius", "get_top_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "bottom_radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_bottom_radius", "get_bottom_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
+}
+
+void CylinderMesh::set_top_radius(const float p_radius) {
+ top_radius = p_radius;
+ _queue_update();
+}
+
+float CylinderMesh::get_top_radius() const {
+ return top_radius;
+}
+
+void CylinderMesh::set_bottom_radius(const float p_radius) {
+ bottom_radius = p_radius;
+ _queue_update();
+}
+
+float CylinderMesh::get_bottom_radius() const {
+ return bottom_radius;
+}
+
+void CylinderMesh::set_height(const float p_height) {
+ height = p_height;
+ _queue_update();
+}
+
+float CylinderMesh::get_height() const {
+ return height;
+}
+
+void CylinderMesh::set_radial_segments(const int p_segments) {
+ radial_segments = p_segments > 4 ? p_segments : 4;
+ _queue_update();
+}
+
+int CylinderMesh::get_radial_segments() const {
+ return radial_segments;
+}
+
+void CylinderMesh::set_rings(const int p_rings) {
+ rings = p_rings > 0 ? p_rings : 0;
+ _queue_update();
+}
+
+int CylinderMesh::get_rings() const {
+ return rings;
+}
+
+CylinderMesh::CylinderMesh() {
+ // defaults
+ top_radius = 0.5;
+ bottom_radius = 0.5;
+ height = 1.0;
+ radial_segments = 64;
+ rings = 4;
+}
+
+/**
+ PlaneMesh
+*/
+
+void PlaneMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, z;
+
+ Size2 start_pos = size * -0.5;
+
+ set_aabb(Rect3(Vector3(start_pos.x, 0.0, start_pos.y), Vector3(size.x, 0.0, size.y)));
+
+ PoolVector<Vector3> points;
+ PoolVector<Vector3> normals;
+ PoolVector<float> tangents;
+ PoolVector<Vector2> uvs;
+ PoolVector<int> indices;
+ point = 0;
+
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
+ tangents.push_back(m_x); \
+ tangents.push_back(m_y); \
+ tangents.push_back(m_z); \
+ tangents.push_back(m_d);
+
+ /* top + bottom */
+ z = start_pos.y;
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (subdivide_d + 1); j++) {
+ x = start_pos.x;
+ for (i = 0; i <= (subdivide_w + 1); i++) {
+ float u = i;
+ float v = j;
+ u /= (subdivide_w + 1.0);
+ v /= (subdivide_d + 1.0);
+
+ points.push_back(Vector3(-x, 0.0, -z));
+ normals.push_back(Vector3(0.0, 1.0, 0.0));
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ uvs.push_back(Vector2(u, v));
+ point++;
+
+ if (i > 0 && j > 0) {
+ indices.push_back(prevrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i);
+ indices.push_back(thisrow + i - 1);
+ };
+
+ x += size.x / (subdivide_w + 1.0);
+ };
+
+ z += size.y / (subdivide_d + 1.0);
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ p_arr[VS::ARRAY_VERTEX] = points;
+ p_arr[VS::ARRAY_NORMAL] = normals;
+ p_arr[VS::ARRAY_TANGENT] = tangents;
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
+ p_arr[VS::ARRAY_INDEX] = indices;
+}
+
+void PlaneMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &PlaneMesh::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &PlaneMesh::get_size);
+
+ ClassDB::bind_method(D_METHOD("set_subdivide_width", "subdivide"), &PlaneMesh::set_subdivide_width);
+ ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PlaneMesh::get_subdivide_width);
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "subdivide"), &PlaneMesh::set_subdivide_depth);
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PlaneMesh::get_subdivide_depth);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_depth", "get_subdivide_depth");
+}
+
+void PlaneMesh::set_size(const Size2 &p_size) {
+ size = p_size;
+ _queue_update();
+}
+
+Size2 PlaneMesh::get_size() const {
+ return size;
+}
+
+void PlaneMesh::set_subdivide_width(const int p_subdivide) {
+ subdivide_w = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int PlaneMesh::get_subdivide_width() const {
+ return subdivide_w;
+}
+
+void PlaneMesh::set_subdivide_depth(const int p_subdivide) {
+ subdivide_d = p_subdivide > 0 ? p_subdivide : 0;
+ _queue_update();
+}
+
+int PlaneMesh::get_subdivide_depth() const {
+ return subdivide_d;
+}
+
+PlaneMesh::PlaneMesh() {
+ // defaults
+ size = Size2(1.0, 1.0);
+ subdivide_w = 0;
+ subdivide_d = 0;
+}
+
+/**
+ PrismMesh
+*/
+
+void PrismMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, y, z;
+ float onethird = 1.0 / 3.0;
+ float twothirds = 2.0 / 3.0;
+
+ Vector3 start_pos = size * -0.5;
+
+ // set our bounding box
+ set_aabb(Rect3(start_pos, size));
+
+ PoolVector<Vector3> points;
+ PoolVector<Vector3> normals;
+ PoolVector<float> tangents;
+ PoolVector<Vector2> uvs;
+ PoolVector<int> indices;
+ point = 0;
+
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
+ tangents.push_back(m_x); \
+ tangents.push_back(m_y); \
+ tangents.push_back(m_z); \
+ tangents.push_back(m_d);
+
+ /* front + back */
+ y = start_pos.y;
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (subdivide_h + 1); j++) {
+ float scale = (y - start_pos.y) / size.y;
+ float scaled_size_x = size.x * scale;
+ float start_x = start_pos.x;
+ float offset_front = 0.0;
+ float offset_back = 0.0;
+
+ start_x += (1.0 - scale) * size.x * left_to_right;
+ offset_front += (1.0 - scale) * onethird * left_to_right;
+ offset_back = (1.0 - scale) * onethird * (1.0 - left_to_right);
+
+ x = 0.0;
+ for (i = 0; i <= (subdivide_w + 1); i++) {
+ float u = i;
+ float v = j;
+ u /= (3.0 * (subdivide_w + 1.0));
+ v /= (2.0 * (subdivide_h + 1.0));
+
+ u *= scale;
+
+ /* front */
+ points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z!
+ normals.push_back(Vector3(0.0, 0.0, 1.0));
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ uvs.push_back(Vector2(offset_front + u, v));
+ point++;
+
+ /* back */
+ points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z));
+ normals.push_back(Vector3(0.0, 0.0, -1.0));
+ ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ uvs.push_back(Vector2(twothirds + offset_back + u, v));
+ point++;
+
+ if (i > 0 && j == 1) {
+ int i2 = i * 2;
+
+ /* front */
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+
+ /* back */
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ } else if (i > 0 && j > 0) {
+ int i2 = i * 2;
+
+ /* front */
+ indices.push_back(prevrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+
+ /* back */
+ indices.push_back(prevrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ };
+
+ x += scale * size.x / (subdivide_w + 1.0);
+ };
+
+ y += size.y / (subdivide_h + 1.0);
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ /* left + right */
+ Vector3 normal_left, normal_right;
+
+ normal_left = Vector3(-size.y, size.x * left_to_right, 0.0);
+ normal_right = Vector3(size.y, size.x * left_to_right, 0.0);
+ normal_left.normalize();
+ normal_right.normalize();
+
+ y = start_pos.y;
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (subdivide_h + 1); j++) {
+ float left, right;
+ float scale = (y - start_pos.y) / size.y;
+
+ left = start_pos.x + (size.x * (1.0 - scale) * left_to_right);
+ right = left + (size.x * scale);
+
+ z = start_pos.z;
+ for (i = 0; i <= (subdivide_d + 1); i++) {
+ float u = i;
+ float v = j;
+ u /= (3.0 * (subdivide_d + 1.0));
+ v /= (2.0 * (subdivide_h + 1.0));
+
+ /* right */
+ points.push_back(Vector3(right, -y, -z));
+ normals.push_back(normal_right);
+ ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
+ uvs.push_back(Vector2(onethird + u, v));
+ point++;
+
+ /* left */
+ points.push_back(Vector3(left, -y, z));
+ normals.push_back(normal_left);
+ ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
+ uvs.push_back(Vector2(u, 0.5 + v));
+ point++;
+
+ if (i > 0 && j > 0) {
+ int i2 = i * 2;
+
+ /* right */
+ indices.push_back(prevrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+ indices.push_back(prevrow + i2);
+ indices.push_back(thisrow + i2);
+ indices.push_back(thisrow + i2 - 2);
+
+ /* left */
+ indices.push_back(prevrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ indices.push_back(prevrow + i2 + 1);
+ indices.push_back(thisrow + i2 + 1);
+ indices.push_back(thisrow + i2 - 1);
+ };
+
+ z += size.z / (subdivide_d + 1.0);
+ };
+
+ y += size.y / (subdivide_h + 1.0);
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ /* bottom */
+ z = start_pos.z;
+ thisrow = point;
+ prevrow = 0;
+ for (j = 0; j <= (subdivide_d + 1); j++) {
+ x = start_pos.x;
+ for (i = 0; i <= (subdivide_w + 1); i++) {
+ float u = i;
+ float v = j;
+ u /= (3.0 * (subdivide_w + 1.0));
+ v /= (2.0 * (subdivide_d + 1.0));
+
+ /* bottom */
+ points.push_back(Vector3(x, start_pos.y, -z));
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
+ ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ uvs.push_back(Vector2(twothirds + u, 0.5 + v));
+ point++;
+
+ if (i > 0 && j > 0) {
+ /* bottom */
+ indices.push_back(prevrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i);
+ indices.push_back(thisrow + i - 1);
+ };
+
+ x += size.x / (subdivide_w + 1.0);
+ };
+
+ z += size.z / (subdivide_d + 1.0);
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ p_arr[VS::ARRAY_VERTEX] = points;
+ p_arr[VS::ARRAY_NORMAL] = normals;
+ p_arr[VS::ARRAY_TANGENT] = tangents;
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
+ p_arr[VS::ARRAY_INDEX] = indices;
+}
+
+void PrismMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_left_to_right", "left_to_right"), &PrismMesh::set_left_to_right);
+ ClassDB::bind_method(D_METHOD("get_left_to_right"), &PrismMesh::get_left_to_right);
+
+ ClassDB::bind_method(D_METHOD("set_size", "size"), &PrismMesh::set_size);
+ ClassDB::bind_method(D_METHOD("get_size"), &PrismMesh::get_size);
+
+ ClassDB::bind_method(D_METHOD("set_subdivide_width", "segments"), &PrismMesh::set_subdivide_width);
+ ClassDB::bind_method(D_METHOD("get_subdivide_width"), &PrismMesh::get_subdivide_width);
+ ClassDB::bind_method(D_METHOD("set_subdivide_height", "segments"), &PrismMesh::set_subdivide_height);
+ ClassDB::bind_method(D_METHOD("get_subdivide_height"), &PrismMesh::get_subdivide_height);
+ ClassDB::bind_method(D_METHOD("set_subdivide_depth", "segments"), &PrismMesh::set_subdivide_depth);
+ ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_size", "get_size");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_width", "get_subdivide_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_height", "get_subdivide_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1"), "set_subdivide_depth", "get_subdivide_depth");
+}
+
+void PrismMesh::set_left_to_right(const float p_left_to_right) {
+ left_to_right = p_left_to_right;
+ _queue_update();
+}
+
+float PrismMesh::get_left_to_right() const {
+ return left_to_right;
+}
+
+void PrismMesh::set_size(const Vector3 &p_size) {
+ size = p_size;
+ _queue_update();
+}
+
+Vector3 PrismMesh::get_size() const {
+ return size;
+}
+
+void PrismMesh::set_subdivide_width(const int p_divisions) {
+ subdivide_w = p_divisions > 0 ? p_divisions : 0;
+ _queue_update();
+}
+
+int PrismMesh::get_subdivide_width() const {
+ return subdivide_w;
+}
+
+void PrismMesh::set_subdivide_height(const int p_divisions) {
+ subdivide_h = p_divisions > 0 ? p_divisions : 0;
+ _queue_update();
+}
+
+int PrismMesh::get_subdivide_height() const {
+ return subdivide_h;
+}
+
+void PrismMesh::set_subdivide_depth(const int p_divisions) {
+ subdivide_d = p_divisions > 0 ? p_divisions : 0;
+ _queue_update();
+}
+
+int PrismMesh::get_subdivide_depth() const {
+ return subdivide_d;
+}
+
+PrismMesh::PrismMesh() {
+ // defaults
+ left_to_right = 0.5;
+ size = Vector3(1.0, 1.0, 1.0);
+ subdivide_w = 0;
+ subdivide_h = 0;
+ subdivide_d = 0;
+}
+
+/**
+ QuadMesh
+*/
+
+void QuadMesh::_create_mesh_array(Array &p_arr) {
+ PoolVector<Vector3> faces;
+ PoolVector<Vector3> normals;
+ PoolVector<float> tangents;
+ PoolVector<Vector2> uvs;
+
+ faces.resize(4);
+ normals.resize(4);
+ tangents.resize(4 * 4);
+ uvs.resize(4);
+
+ for (int i = 0; i < 4; i++) {
+
+ static const Vector3 quad_faces[4] = {
+ Vector3(-1, -1, 0),
+ Vector3(-1, 1, 0),
+ Vector3(1, 1, 0),
+ Vector3(1, -1, 0),
+ };
+
+ faces.set(i, quad_faces[i]);
+ normals.set(i, Vector3(0, 0, 1));
+ tangents.set(i * 4 + 0, 1.0);
+ tangents.set(i * 4 + 1, 0.0);
+ tangents.set(i * 4 + 2, 0.0);
+ tangents.set(i * 4 + 3, 1.0);
+
+ static const Vector2 quad_uv[4] = {
+ Vector2(0, 1),
+ Vector2(0, 0),
+ Vector2(1, 0),
+ Vector2(1, 1),
+ };
+
+ uvs.set(i, quad_uv[i]);
+ }
+
+ p_arr[ARRAY_VERTEX] = faces;
+ p_arr[ARRAY_NORMAL] = normals;
+ p_arr[ARRAY_TANGENT] = tangents;
+ p_arr[ARRAY_TEX_UV] = uvs;
+};
+
+void QuadMesh::_bind_methods() {
+ // nothing here yet...
+}
+
+QuadMesh::QuadMesh() {
+ primitive_type = PRIMITIVE_TRIANGLE_FAN;
+}
+
+/**
+ SphereMesh
+*/
+
+void SphereMesh::_create_mesh_array(Array &p_arr) {
+ int i, j, prevrow, thisrow, point;
+ float x, y, z;
+
+ // set our bounding box
+ set_aabb(Rect3(Vector3(-radius, height * -0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
+
+ PoolVector<Vector3> points;
+ PoolVector<Vector3> normals;
+ PoolVector<float> tangents;
+ PoolVector<Vector2> uvs;
+ PoolVector<int> indices;
+ point = 0;
+
+#define ADD_TANGENT(m_x, m_y, m_z, m_d) \
+ tangents.push_back(m_x); \
+ tangents.push_back(m_y); \
+ tangents.push_back(m_z); \
+ tangents.push_back(m_d);
+
+ thisrow = 0;
+ prevrow = 0;
+ for (j = 0; j <= (rings + 1); j++) {
+ float v = j;
+ float w;
+
+ v /= (rings + 1);
+ w = sin(Math_PI * v);
+ y = height * (is_hemisphere ? 1.0 : 0.5) * cos(Math_PI * v);
+
+ for (i = 0; i <= radial_segments; i++) {
+ float u = i;
+ u /= radial_segments;
+
+ x = sin(u * (Math_PI * 2.0));
+ z = cos(u * (Math_PI * 2.0));
+
+ if (is_hemisphere && y < 0.0) {
+ points.push_back(Vector3(x * radius * w, 0.0, z * radius * w));
+ normals.push_back(Vector3(0.0, -1.0, 0.0));
+ } else {
+ Vector3 p = Vector3(x * radius * w, y, z * radius * w);
+ points.push_back(p);
+ normals.push_back(p.normalized());
+ };
+ ADD_TANGENT(-z, 0.0, x, -1.0)
+ uvs.push_back(Vector2(u, v));
+ point++;
+
+ if (i > 0 && j > 0) {
+ indices.push_back(prevrow + i - 1);
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i - 1);
+
+ indices.push_back(prevrow + i);
+ indices.push_back(thisrow + i);
+ indices.push_back(thisrow + i - 1);
+ };
+ };
+
+ prevrow = thisrow;
+ thisrow = point;
+ };
+
+ p_arr[VS::ARRAY_VERTEX] = points;
+ p_arr[VS::ARRAY_NORMAL] = normals;
+ p_arr[VS::ARRAY_TANGENT] = tangents;
+ p_arr[VS::ARRAY_TEX_UV] = uvs;
+ p_arr[VS::ARRAY_INDEX] = indices;
+}
+
+void SphereMesh::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_radius", "radius"), &SphereMesh::set_radius);
+ ClassDB::bind_method(D_METHOD("get_radius"), &SphereMesh::get_radius);
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &SphereMesh::set_height);
+ ClassDB::bind_method(D_METHOD("get_height"), &SphereMesh::get_height);
+
+ ClassDB::bind_method(D_METHOD("set_radial_segments", "radial_segments"), &SphereMesh::set_radial_segments);
+ ClassDB::bind_method(D_METHOD("get_radial_segments"), &SphereMesh::get_radial_segments);
+ ClassDB::bind_method(D_METHOD("set_rings", "rings"), &SphereMesh::set_rings);
+ ClassDB::bind_method(D_METHOD("get_rings"), &SphereMesh::get_rings);
+
+ ClassDB::bind_method(D_METHOD("set_is_hemisphere", "is_hemisphere"), &SphereMesh::set_is_hemisphere);
+ ClassDB::bind_method(D_METHOD("get_is_hemisphere"), &SphereMesh::get_is_hemisphere);
+
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_radius", "get_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.1,100.0,0.1"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "radial_segments", PROPERTY_HINT_RANGE, "1,100,1"), "set_radial_segments", "get_radial_segments");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "rings", PROPERTY_HINT_RANGE, "1,100,1"), "set_rings", "get_rings");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "is_hemisphere"), "set_is_hemisphere", "get_is_hemisphere");
+}
+
+void SphereMesh::set_radius(const float p_radius) {
+ radius = p_radius;
+ _queue_update();
+}
+
+float SphereMesh::get_radius() const {
+ return radius;
+}
+
+void SphereMesh::set_height(const float p_height) {
+ height = p_height;
+ _queue_update();
+}
+
+float SphereMesh::get_height() const {
+ return height;
+}
+
+void SphereMesh::set_radial_segments(const int p_radial_segments) {
+ radial_segments = p_radial_segments > 4 ? p_radial_segments : 4;
+ _queue_update();
+}
+
+int SphereMesh::get_radial_segments() const {
+ return radial_segments;
+}
+
+void SphereMesh::set_rings(const int p_rings) {
+ rings = p_rings > 1 ? p_rings : 1;
+ _queue_update();
+}
+
+int SphereMesh::get_rings() const {
+ return rings;
+}
+
+void SphereMesh::set_is_hemisphere(const bool p_is_hemisphere) {
+ is_hemisphere = p_is_hemisphere;
+ _queue_update();
+}
+
+bool SphereMesh::get_is_hemisphere() const {
+ return is_hemisphere;
+}
+
+SphereMesh::SphereMesh() {
+ // defaults
+ radius = 0.5;
+ height = 1.0;
+ radial_segments = 64;
+ rings = 32;
+ is_hemisphere = false;
+}
diff --git a/scene/resources/primitive_meshes.h b/scene/resources/primitive_meshes.h
new file mode 100644
index 0000000000..91d1af2ee1
--- /dev/null
+++ b/scene/resources/primitive_meshes.h
@@ -0,0 +1,312 @@
+/*************************************************************************/
+/* primitive_meshes.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* */
+/* 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 PRIMITIVE_MESHES_H
+#define PRIMITIVE_MESHES_H
+
+#include "scene/resources/mesh.h"
+
+///@TODO probably should change a few integers to unsigned integers...
+
+/**
+ @author Bastiaan Olij <mux213@gmail.com>
+
+ Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
+ This class is set appart that it assumes a single surface is always generated for our mesh.
+*/
+class PrimitiveMesh : public Mesh {
+
+ GDCLASS(PrimitiveMesh, Mesh);
+
+private:
+ RID mesh;
+ Rect3 aabb;
+
+ Ref<Material> material;
+
+ bool cache_is_dirty;
+ void _update();
+
+protected:
+ Mesh::PrimitiveType primitive_type;
+
+ static void _bind_methods();
+
+ virtual void _create_mesh_array(Array &p_arr) = 0;
+ void _queue_update();
+
+ void set_aabb(Rect3 p_aabb);
+
+public:
+ virtual int get_surface_count() const;
+ virtual int surface_get_array_len(int p_idx) const;
+ virtual int surface_get_array_index_len(int p_idx) const;
+ virtual Array surface_get_arrays(int p_surface) const;
+ virtual uint32_t surface_get_format(int p_idx) const;
+ virtual Mesh::PrimitiveType surface_get_primitive_type(int p_idx) const;
+ virtual Ref<Material> surface_get_material(int p_idx) const;
+ virtual int get_blend_shape_count() const;
+ virtual StringName get_blend_shape_name(int p_index) const;
+ virtual Rect3 get_aabb() const;
+ virtual RID get_rid() const;
+
+ void set_material(const Ref<Material> &p_material);
+ Ref<Material> get_material() const;
+
+ PrimitiveMesh();
+ ~PrimitiveMesh();
+};
+
+/**
+ Mesh for a simple capsule
+*/
+class CapsuleMesh : public PrimitiveMesh {
+ GDCLASS(CapsuleMesh, PrimitiveMesh);
+
+private:
+ float radius;
+ float mid_height;
+ int radial_segments;
+ int rings;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_radius(const float p_radius);
+ float get_radius() const;
+
+ void set_mid_height(const float p_mid_height);
+ float get_mid_height() const;
+
+ void set_radial_segments(const int p_segments);
+ int get_radial_segments() const;
+
+ void set_rings(const int p_rings);
+ int get_rings() const;
+
+ CapsuleMesh();
+};
+
+/**
+ Similar to test cube but with subdivision support and different texture coordinates
+*/
+class CubeMesh : public PrimitiveMesh {
+
+ GDCLASS(CubeMesh, PrimitiveMesh);
+
+private:
+ Vector3 size;
+ int subdivide_w;
+ int subdivide_h;
+ int subdivide_d;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
+
+ void set_subdivide_width(const int p_divisions);
+ int get_subdivide_width() const;
+
+ void set_subdivide_height(const int p_divisions);
+ int get_subdivide_height() const;
+
+ void set_subdivide_depth(const int p_divisions);
+ int get_subdivide_depth() const;
+
+ CubeMesh();
+};
+
+/**
+ A cylinder
+*/
+
+class CylinderMesh : public PrimitiveMesh {
+
+ GDCLASS(CylinderMesh, PrimitiveMesh);
+
+private:
+ float top_radius;
+ float bottom_radius;
+ float height;
+ int radial_segments;
+ int rings;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_top_radius(const float p_radius);
+ float get_top_radius() const;
+
+ void set_bottom_radius(const float p_radius);
+ float get_bottom_radius() const;
+
+ void set_height(const float p_height);
+ float get_height() const;
+
+ void set_radial_segments(const int p_segments);
+ int get_radial_segments() const;
+
+ void set_rings(const int p_rings);
+ int get_rings() const;
+
+ CylinderMesh();
+};
+
+/**
+ Similar to quadmesh but with tesselation support
+*/
+class PlaneMesh : public PrimitiveMesh {
+
+ GDCLASS(PlaneMesh, PrimitiveMesh);
+
+private:
+ Size2 size;
+ int subdivide_w;
+ int subdivide_d;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_size(const Size2 &p_size);
+ Size2 get_size() const;
+
+ void set_subdivide_width(const int p_divisions);
+ int get_subdivide_width() const;
+
+ void set_subdivide_depth(const int p_divisions);
+ int get_subdivide_depth() const;
+
+ PlaneMesh();
+};
+
+/**
+ A prism shapen, handy for ramps, triangles, etc.
+*/
+class PrismMesh : public PrimitiveMesh {
+
+ GDCLASS(PrismMesh, PrimitiveMesh);
+
+private:
+ float left_to_right;
+ Vector3 size;
+ int subdivide_w;
+ int subdivide_h;
+ int subdivide_d;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_left_to_right(const float p_left_to_right);
+ float get_left_to_right() const;
+
+ void set_size(const Vector3 &p_size);
+ Vector3 get_size() const;
+
+ void set_subdivide_width(const int p_divisions);
+ int get_subdivide_width() const;
+
+ void set_subdivide_height(const int p_divisions);
+ int get_subdivide_height() const;
+
+ void set_subdivide_depth(const int p_divisions);
+ int get_subdivide_depth() const;
+
+ PrismMesh();
+};
+
+/**
+ Our original quadmesh...
+*/
+
+class QuadMesh : public PrimitiveMesh {
+
+ GDCLASS(QuadMesh, PrimitiveMesh)
+
+private:
+ // nothing? really? Maybe add size some day atleast... :)
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ QuadMesh();
+};
+
+/**
+ A sphere..
+*/
+class SphereMesh : public PrimitiveMesh {
+
+ GDCLASS(SphereMesh, PrimitiveMesh);
+
+private:
+ float radius;
+ float height;
+ int radial_segments;
+ int rings;
+ bool is_hemisphere;
+
+protected:
+ static void _bind_methods();
+ virtual void _create_mesh_array(Array &p_arr);
+
+public:
+ void set_radius(const float p_radius);
+ float get_radius() const;
+
+ void set_height(const float p_height);
+ float get_height() const;
+
+ void set_radial_segments(const int p_radial_segments);
+ int get_radial_segments() const;
+
+ void set_rings(const int p_rings);
+ int get_rings() const;
+
+ void set_is_hemisphere(const bool p_is_hemisphere);
+ bool get_is_hemisphere() const;
+
+ SphereMesh();
+};
+
+#endif
diff --git a/scene/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp
index 145374ff05..99062d693b 100644
--- a/scene/resources/segment_shape_2d.cpp
+++ b/scene/resources/segment_shape_2d.cpp
@@ -35,7 +35,7 @@
void SegmentShape2D::_update_shape() {
Rect2 r;
- r.pos = a;
+ r.position = a;
r.size = b;
Physics2DServer::get_singleton()->shape_set_data(get_rid(), r);
emit_changed();
@@ -69,7 +69,7 @@ void SegmentShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Rect2 SegmentShape2D::get_rect() const {
Rect2 rect;
- rect.pos = a;
+ rect.position = a;
rect.expand_to(b);
return rect;
}
@@ -121,7 +121,7 @@ void RayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
Rect2 RayShape2D::get_rect() const {
Rect2 rect;
- rect.pos = Vector2();
+ rect.position = Vector2();
rect.expand_to(Vector2(0, length));
rect = rect.grow(0.707 * 4);
return rect;
diff --git a/scene/resources/shader_graph.h b/scene/resources/shader_graph.h
index b9ec294eb8..36578ce1f7 100644
--- a/scene/resources/shader_graph.h
+++ b/scene/resources/shader_graph.h
@@ -37,7 +37,7 @@
class ShaderGraph : public Shader {
GDCLASS( ShaderGraph, Shader );
- RES_BASE_EXTENSION("sgp");
+ RES_BASE_EXTENSION("vshader");
public:
diff --git a/scene/resources/shape.cpp b/scene/resources/shape.cpp
index b449932b17..77f2096d9b 100644
--- a/scene/resources/shape.cpp
+++ b/scene/resources/shape.cpp
@@ -49,14 +49,14 @@ void Shape::add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p
}
}
-Ref<Mesh> Shape::get_debug_mesh() {
+Ref<ArrayMesh> Shape::get_debug_mesh() {
if (debug_mesh_cache.is_valid())
return debug_mesh_cache;
Vector<Vector3> lines = _gen_debug_mesh_lines();
- debug_mesh_cache = Ref<Mesh>(memnew(Mesh));
+ debug_mesh_cache = Ref<ArrayMesh>(memnew(ArrayMesh));
if (!lines.empty()) {
//make mesh
diff --git a/scene/resources/shape.h b/scene/resources/shape.h
index 01b8db650e..c15638aeed 100644
--- a/scene/resources/shape.h
+++ b/scene/resources/shape.h
@@ -31,16 +31,16 @@
#define SHAPE_H
#include "resource.h"
-class Mesh;
+class ArrayMesh;
class Shape : public Resource {
GDCLASS(Shape, Resource);
OBJ_SAVE_TYPE(Shape);
- RES_BASE_EXTENSION("shp");
+ RES_BASE_EXTENSION("shape");
RID shape;
- Ref<Mesh> debug_mesh_cache;
+ Ref<ArrayMesh> debug_mesh_cache;
protected:
_FORCE_INLINE_ RID get_shape() const { return shape; }
@@ -50,7 +50,7 @@ protected:
public:
virtual RID get_rid() const { return shape; }
- Ref<Mesh> get_debug_mesh();
+ Ref<ArrayMesh> get_debug_mesh();
void add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform);
diff --git a/scene/resources/shape_line_2d.cpp b/scene/resources/shape_line_2d.cpp
index 89c1cea252..c38ae04eff 100644
--- a/scene/resources/shape_line_2d.cpp
+++ b/scene/resources/shape_line_2d.cpp
@@ -76,7 +76,7 @@ Rect2 LineShape2D::get_rect() const {
Vector2 l1[2] = { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 };
Vector2 l2[2] = { point, point + get_normal() * 30 };
Rect2 rect;
- rect.pos = l1[0];
+ rect.position = l1[0];
rect.expand_to(l1[1]);
rect.expand_to(l2[0]);
rect.expand_to(l2[1]);
diff --git a/scene/resources/sky_box.cpp b/scene/resources/sky_box.cpp
index 2fd074de0f..61aaaf8fb4 100644
--- a/scene/resources/sky_box.cpp
+++ b/scene/resources/sky_box.cpp
@@ -30,22 +30,22 @@
#include "sky_box.h"
#include "io/image_loader.h"
-void SkyBox::set_radiance_size(RadianceSize p_size) {
+void Sky::set_radiance_size(RadianceSize p_size) {
ERR_FAIL_INDEX(p_size, RADIANCE_SIZE_MAX);
radiance_size = p_size;
_radiance_changed();
}
-SkyBox::RadianceSize SkyBox::get_radiance_size() const {
+Sky::RadianceSize Sky::get_radiance_size() const {
return radiance_size;
}
-void SkyBox::_bind_methods() {
+void Sky::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_radiance_size", "size"), &SkyBox::set_radiance_size);
- ClassDB::bind_method(D_METHOD("get_radiance_size"), &SkyBox::get_radiance_size);
+ ClassDB::bind_method(D_METHOD("set_radiance_size", "size"), &Sky::set_radiance_size);
+ ClassDB::bind_method(D_METHOD("get_radiance_size"), &Sky::get_radiance_size);
ADD_PROPERTY(PropertyInfo(Variant::INT, "radiance_size", PROPERTY_HINT_ENUM, "256,512,1024,2048"), "set_radiance_size", "get_radiance_size");
@@ -56,124 +56,450 @@ void SkyBox::_bind_methods() {
BIND_CONSTANT(RADIANCE_SIZE_MAX);
}
-SkyBox::SkyBox() {
+Sky::Sky() {
radiance_size = RADIANCE_SIZE_512;
}
/////////////////////////////////////////
-void ImageSkyBox::_radiance_changed() {
+void PanoramaSky::_radiance_changed() {
- if (cube_map_valid) {
+ if (panorama.is_valid()) {
static const int size[RADIANCE_SIZE_MAX] = {
256, 512, 1024, 2048
};
- VS::get_singleton()->skybox_set_texture(sky_box, cube_map, size[get_radiance_size()]);
+ VS::get_singleton()->sky_set_texture(sky, panorama->get_rid(), size[get_radiance_size()]);
}
}
-void ImageSkyBox::set_image_path(ImagePath p_image, const String &p_path) {
+void PanoramaSky::set_panorama(const Ref<Texture> &p_panorama) {
- ERR_FAIL_INDEX(p_image, IMAGE_PATH_MAX);
- image_path[p_image] = p_path;
+ panorama = p_panorama;
- bool all_ok = true;
- for (int i = 0; i < IMAGE_PATH_MAX; i++) {
- if (image_path[i] == String()) {
- all_ok = false;
- }
+ if (panorama.is_valid()) {
+
+ _radiance_changed();
+
+ } else {
+ VS::get_singleton()->sky_set_texture(sky, RID(), 0);
}
+}
- cube_map_valid = false;
+Ref<Texture> PanoramaSky::get_panorama() const {
- if (all_ok) {
+ return panorama;
+}
- Ref<Image> images[IMAGE_PATH_MAX];
- int w = 0, h = 0;
- Image::Format format;
+RID PanoramaSky::get_rid() const {
- for (int i = 0; i < IMAGE_PATH_MAX; i++) {
- images[i].instance();
- Error err = ImageLoader::load_image(image_path[i], images[i]);
- if (err) {
- ERR_PRINTS("Error loading image for skybox: " + image_path[i]);
- return;
- }
+ return sky;
+}
+
+void PanoramaSky::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_panorama", "texture:Texture"), &PanoramaSky::set_panorama);
+ ClassDB::bind_method(D_METHOD("get_panorama:Texture"), &PanoramaSky::get_panorama);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_panorama", "get_panorama");
+}
+
+PanoramaSky::PanoramaSky() {
+
+ sky = VS::get_singleton()->sky_create();
+}
+
+PanoramaSky::~PanoramaSky() {
+
+ VS::get_singleton()->free(sky);
+}
+//////////////////////////////////
+
+void ProceduralSky::_radiance_changed() {
+
+ if (update_queued)
+ return; //do nothing yet
+
+ static const int size[RADIANCE_SIZE_MAX] = {
+ 256, 512, 1024, 2048
+ };
+ VS::get_singleton()->sky_set_texture(sky, texture, size[get_radiance_size()]);
+}
+
+void ProceduralSky::_update_sky() {
+
+ update_queued = false;
+
+ PoolVector<uint8_t> imgdata;
+
+ static const int size[TEXTURE_SIZE_MAX] = {
+ 1024, 2048, 4096
+ };
+
+ int w = size[texture_size];
+ int h = w / 2;
+
+ imgdata.resize(w * h * 4); //RGBE
+
+ {
+ PoolVector<uint8_t>::Write dataw = imgdata.write();
+
+ uint32_t *ptr = (uint32_t *)dataw.ptr();
+
+ Color sky_top_linear = sky_top_color.to_linear();
+ Color sky_horizon_linear = sky_horizon_color.to_linear();
+
+ Color ground_bottom_linear = ground_bottom_color.to_linear();
+ Color ground_horizon_linear = ground_horizon_color.to_linear();
+
+ //Color sun_linear = sun_color.to_linear();
+
+ Vector3 sun(0, 0, -1);
+
+ sun = Basis(Vector3(1, 0, 0), Math::deg2rad(sun_latitude)).xform(sun);
+ sun = Basis(Vector3(0, 1, 0), Math::deg2rad(sun_longitude)).xform(sun);
+
+ sun.normalize();
+
+ for (int i = 0; i < w; i++) {
+
+ float u = float(i) / (w - 1);
+ float phi = u * 2.0 * Math_PI;
+
+ for (int j = 0; j < h; j++) {
+
+ float v = float(j) / (h - 1);
+ float theta = v * Math_PI;
- if (i == 0) {
- w = images[0]->get_width();
- h = images[0]->get_height();
- format = images[0]->get_format();
- } else {
- if (images[i]->get_width() != w || images[i]->get_height() != h || images[i]->get_format() != format) {
- ERR_PRINTS("Image size mismatch (" + itos(images[i]->get_width()) + "," + itos(images[i]->get_height()) + ":" + Image::get_format_name(images[i]->get_format()) + " when it should be " + itos(w) + "," + itos(h) + ":" + Image::get_format_name(format) + "): " + image_path[i]);
- return;
+ Vector3 normal(
+ Math::sin(phi) * Math::sin(theta) * -1.0,
+ Math::cos(theta),
+ Math::cos(phi) * Math::sin(theta) * -1.0);
+
+ normal.normalize();
+
+ float v_angle = Math::acos(normal.y);
+
+ Color color;
+
+ if (normal.y < 0) {
+ //ground
+
+ float c = (v_angle - (Math_PI * 0.5)) / (Math_PI * 0.5);
+ color = ground_horizon_linear.linear_interpolate(ground_bottom_linear, Math::ease(c, ground_curve));
+ } else {
+ float c = v_angle / (Math_PI * 0.5);
+ color = sky_horizon_linear.linear_interpolate(sky_top_linear, Math::ease(1.0 - c, sky_curve));
+
+ float sun_angle = Math::rad2deg(Math::acos(sun.dot(normal)));
+
+ if (sun_angle < sun_angle_min) {
+ color = color.blend(sun_color);
+ } else if (sun_angle < sun_angle_max) {
+
+ float c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min);
+ c2 = Math::ease(c2, sun_curve);
+
+ color = color.blend(sun_color).linear_interpolate(color, c2);
+ }
}
+
+ ptr[j * w + i] = color.to_rgbe9995();
}
}
+ }
- VS::get_singleton()->texture_allocate(cube_map, w, h, format, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_CUBEMAP | VS::TEXTURE_FLAG_MIPMAPS);
- for (int i = 0; i < IMAGE_PATH_MAX; i++) {
- VS::get_singleton()->texture_set_data(cube_map, images[i], VS::CubeMapSide(i));
- }
+ Ref<Image> image;
+ image.instance();
+ image->create(w, h, false, Image::FORMAT_RGBE9995, imgdata);
- cube_map_valid = true;
- _radiance_changed();
- }
+ VS::get_singleton()->texture_allocate(texture, w, h, Image::FORMAT_RGBE9995, VS::TEXTURE_FLAG_FILTER | VS::TEXTURE_FLAG_REPEAT);
+ VS::get_singleton()->texture_set_data(texture, image);
+ _radiance_changed();
}
-String ImageSkyBox::get_image_path(ImagePath p_image) const {
+void ProceduralSky::set_sky_top_color(const Color &p_sky_top) {
- ERR_FAIL_INDEX_V(p_image, IMAGE_PATH_MAX, String());
- return image_path[p_image];
+ sky_top_color = p_sky_top;
+ _queue_update();
}
-RID ImageSkyBox::get_rid() const {
+Color ProceduralSky::get_sky_top_color() const {
- return sky_box;
+ return sky_top_color;
}
-void ImageSkyBox::_bind_methods() {
+void ProceduralSky::set_sky_horizon_color(const Color &p_sky_horizon) {
- ClassDB::bind_method(D_METHOD("set_image_path", "image", "path"), &ImageSkyBox::set_image_path);
- ClassDB::bind_method(D_METHOD("get_image_path", "image"), &ImageSkyBox::get_image_path);
+ sky_horizon_color = p_sky_horizon;
+ _queue_update();
+}
+Color ProceduralSky::get_sky_horizon_color() const {
- List<String> extensions;
- ImageLoader::get_recognized_extensions(&extensions);
- String hints;
- for (List<String>::Element *E = extensions.front(); E; E = E->next()) {
- if (hints != String()) {
- hints += ",";
- }
- hints += "*." + E->get();
- }
+ return sky_horizon_color;
+}
+
+void ProceduralSky::set_sky_curve(float p_curve) {
+
+ sky_curve = p_curve;
+ _queue_update();
+}
+float ProceduralSky::get_sky_curve() const {
+
+ return sky_curve;
+}
+
+void ProceduralSky::set_sky_energy(float p_energy) {
+
+ sky_energy = p_energy;
+ _queue_update();
+}
+float ProceduralSky::get_sky_energy() const {
+
+ return sky_energy;
+}
+
+void ProceduralSky::set_ground_bottom_color(const Color &p_ground_bottom) {
+
+ ground_bottom_color = p_ground_bottom;
+ _queue_update();
+}
+Color ProceduralSky::get_ground_bottom_color() const {
+
+ return ground_bottom_color;
+}
+
+void ProceduralSky::set_ground_horizon_color(const Color &p_ground_horizon) {
+
+ ground_horizon_color = p_ground_horizon;
+ _queue_update();
+}
+Color ProceduralSky::get_ground_horizon_color() const {
+
+ return ground_horizon_color;
+}
+
+void ProceduralSky::set_ground_curve(float p_curve) {
- ADD_GROUP("Image Path", "image_path_");
- ADD_PROPERTYI(PropertyInfo(Variant::STRING, "image_path_negative_x", PROPERTY_HINT_FILE, hints), "set_image_path", "get_image_path", IMAGE_PATH_NEGATIVE_X);
- ADD_PROPERTYI(PropertyInfo(Variant::STRING, "image_path_positive_x", PROPERTY_HINT_FILE, hints), "set_image_path", "get_image_path", IMAGE_PATH_POSITIVE_X);
- ADD_PROPERTYI(PropertyInfo(Variant::STRING, "image_path_negative_y", PROPERTY_HINT_FILE, hints), "set_image_path", "get_image_path", IMAGE_PATH_NEGATIVE_Y);
- ADD_PROPERTYI(PropertyInfo(Variant::STRING, "image_path_positive_y", PROPERTY_HINT_FILE, hints), "set_image_path", "get_image_path", IMAGE_PATH_POSITIVE_Y);
- ADD_PROPERTYI(PropertyInfo(Variant::STRING, "image_path_negative_z", PROPERTY_HINT_FILE, hints), "set_image_path", "get_image_path", IMAGE_PATH_NEGATIVE_Z);
- ADD_PROPERTYI(PropertyInfo(Variant::STRING, "image_path_positive_z", PROPERTY_HINT_FILE, hints), "set_image_path", "get_image_path", IMAGE_PATH_POSITIVE_Z);
+ ground_curve = p_curve;
+ _queue_update();
+}
+float ProceduralSky::get_ground_curve() const {
+
+ return ground_curve;
+}
+
+void ProceduralSky::set_ground_energy(float p_energy) {
+
+ ground_energy = p_energy;
+ _queue_update();
+}
+float ProceduralSky::get_ground_energy() const {
+
+ return ground_energy;
+}
+
+void ProceduralSky::set_sun_color(const Color &p_sun) {
+
+ sun_color = p_sun;
+ _queue_update();
+}
+Color ProceduralSky::get_sun_color() const {
+
+ return sun_color;
+}
+
+void ProceduralSky::set_sun_latitude(float p_angle) {
+
+ sun_latitude = p_angle;
+ _queue_update();
+}
+float ProceduralSky::get_sun_latitude() const {
+
+ return sun_latitude;
+}
+
+void ProceduralSky::set_sun_longitude(float p_angle) {
+
+ sun_longitude = p_angle;
+ _queue_update();
+}
+float ProceduralSky::get_sun_longitude() const {
+
+ return sun_longitude;
+}
+
+void ProceduralSky::set_sun_angle_min(float p_angle) {
+
+ sun_angle_min = p_angle;
+ _queue_update();
+}
+float ProceduralSky::get_sun_angle_min() const {
+
+ return sun_angle_min;
+}
+
+void ProceduralSky::set_sun_angle_max(float p_angle) {
+
+ sun_angle_max = p_angle;
+ _queue_update();
+}
+float ProceduralSky::get_sun_angle_max() const {
+
+ return sun_angle_max;
+}
+
+void ProceduralSky::set_sun_curve(float p_curve) {
+
+ sun_curve = p_curve;
+ _queue_update();
+}
+float ProceduralSky::get_sun_curve() const {
+
+ return sun_curve;
+}
+
+void ProceduralSky::set_sun_energy(float p_energy) {
+
+ sun_energy = p_energy;
+ _queue_update();
+}
+float ProceduralSky::get_sun_energy() const {
+
+ return sun_energy;
+}
+
+void ProceduralSky::set_texture_size(TextureSize p_size) {
+ ERR_FAIL_INDEX(p_size, TEXTURE_SIZE_MAX);
+
+ texture_size = p_size;
+ _queue_update();
+}
+ProceduralSky::TextureSize ProceduralSky::get_texture_size() const {
+ return texture_size;
+}
+
+RID ProceduralSky::get_rid() const {
+ return sky;
+}
+
+void ProceduralSky::_queue_update() {
+
+ if (update_queued)
+ return;
+
+ update_queued = true;
+ call_deferred("_update_sky");
+}
+
+void ProceduralSky::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("_update_sky"), &ProceduralSky::_update_sky);
+
+ ClassDB::bind_method(D_METHOD("set_sky_top_color", "color"), &ProceduralSky::set_sky_top_color);
+ ClassDB::bind_method(D_METHOD("get_sky_top_color"), &ProceduralSky::get_sky_top_color);
+
+ ClassDB::bind_method(D_METHOD("set_sky_horizon_color", "color"), &ProceduralSky::set_sky_horizon_color);
+ ClassDB::bind_method(D_METHOD("get_sky_horizon_color"), &ProceduralSky::get_sky_horizon_color);
+
+ ClassDB::bind_method(D_METHOD("set_sky_curve", "curve"), &ProceduralSky::set_sky_curve);
+ ClassDB::bind_method(D_METHOD("get_sky_curve"), &ProceduralSky::get_sky_curve);
+
+ ClassDB::bind_method(D_METHOD("set_sky_energy", "energy"), &ProceduralSky::set_sky_energy);
+ ClassDB::bind_method(D_METHOD("get_sky_energy"), &ProceduralSky::get_sky_energy);
+
+ ClassDB::bind_method(D_METHOD("set_ground_bottom_color", "color"), &ProceduralSky::set_ground_bottom_color);
+ ClassDB::bind_method(D_METHOD("get_ground_bottom_color"), &ProceduralSky::get_ground_bottom_color);
- BIND_CONSTANT(IMAGE_PATH_NEGATIVE_X);
- BIND_CONSTANT(IMAGE_PATH_POSITIVE_X);
- BIND_CONSTANT(IMAGE_PATH_NEGATIVE_Y);
- BIND_CONSTANT(IMAGE_PATH_POSITIVE_Y);
- BIND_CONSTANT(IMAGE_PATH_NEGATIVE_Z);
- BIND_CONSTANT(IMAGE_PATH_POSITIVE_Z);
- BIND_CONSTANT(IMAGE_PATH_MAX);
+ ClassDB::bind_method(D_METHOD("set_ground_horizon_color", "color"), &ProceduralSky::set_ground_horizon_color);
+ ClassDB::bind_method(D_METHOD("get_ground_horizon_color"), &ProceduralSky::get_ground_horizon_color);
+
+ ClassDB::bind_method(D_METHOD("set_ground_curve", "curve"), &ProceduralSky::set_ground_curve);
+ ClassDB::bind_method(D_METHOD("get_ground_curve"), &ProceduralSky::get_ground_curve);
+
+ ClassDB::bind_method(D_METHOD("set_ground_energy", "energy"), &ProceduralSky::set_ground_energy);
+ ClassDB::bind_method(D_METHOD("get_ground_energy"), &ProceduralSky::get_ground_energy);
+
+ ClassDB::bind_method(D_METHOD("set_sun_color", "color"), &ProceduralSky::set_sun_color);
+ ClassDB::bind_method(D_METHOD("get_sun_color"), &ProceduralSky::get_sun_color);
+
+ ClassDB::bind_method(D_METHOD("set_sun_latitude", "degrees"), &ProceduralSky::set_sun_latitude);
+ ClassDB::bind_method(D_METHOD("get_sun_latitude"), &ProceduralSky::get_sun_latitude);
+
+ ClassDB::bind_method(D_METHOD("set_sun_longitude", "degrees"), &ProceduralSky::set_sun_longitude);
+ ClassDB::bind_method(D_METHOD("get_sun_longitude"), &ProceduralSky::get_sun_longitude);
+
+ ClassDB::bind_method(D_METHOD("set_sun_angle_min", "degrees"), &ProceduralSky::set_sun_angle_min);
+ ClassDB::bind_method(D_METHOD("get_sun_angle_min"), &ProceduralSky::get_sun_angle_min);
+
+ ClassDB::bind_method(D_METHOD("set_sun_angle_max", "degrees"), &ProceduralSky::set_sun_angle_max);
+ ClassDB::bind_method(D_METHOD("get_sun_angle_max"), &ProceduralSky::get_sun_angle_max);
+
+ ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSky::set_sun_curve);
+ ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSky::get_sun_curve);
+
+ ClassDB::bind_method(D_METHOD("set_sun_energy", "energy"), &ProceduralSky::set_sun_energy);
+ ClassDB::bind_method(D_METHOD("get_sun_energy"), &ProceduralSky::get_sun_energy);
+
+ ClassDB::bind_method(D_METHOD("set_texture_size", "size"), &ProceduralSky::set_texture_size);
+ ClassDB::bind_method(D_METHOD("get_texture_size"), &ProceduralSky::get_texture_size);
+
+ ADD_GROUP("Sky", "sky_");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color"), "set_sky_top_color", "get_sky_top_color");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color"), "set_sky_horizon_color", "get_sky_horizon_color");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sky_curve", PROPERTY_HINT_EXP_EASING), "set_sky_curve", "get_sky_curve");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sky_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sky_energy", "get_sky_energy");
+
+ ADD_GROUP("Ground", "ground_");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_bottom_color"), "set_ground_bottom_color", "get_ground_bottom_color");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "ground_horizon_color"), "set_ground_horizon_color", "get_ground_horizon_color");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "ground_curve", PROPERTY_HINT_EXP_EASING), "set_ground_curve", "get_ground_curve");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "ground_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_ground_energy", "get_ground_energy");
+
+ ADD_GROUP("Sun", "sun_");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sun_color"), "set_sun_color", "get_sun_color");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_latitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_latitude", "get_sun_latitude");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_longitude", PROPERTY_HINT_RANGE, "-180,180,0.01"), "set_sun_longitude", "get_sun_longitude");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_angle_min", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_min", "get_sun_angle_min");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
+ ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sun_energy", "get_sun_energy");
+
+ ADD_GROUP("Texture", "texture_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_size", PROPERTY_HINT_ENUM, "1024,2048,4096"), "set_texture_size", "get_texture_size");
}
-ImageSkyBox::ImageSkyBox() {
+ProceduralSky::ProceduralSky() {
+
+ sky = VS::get_singleton()->sky_create();
+ texture = VS::get_singleton()->texture_create();
+
+ update_queued = false;
+
+ sky_top_color = Color::hex(0x4d67e8ff);
+ sky_horizon_color = Color::hex(0x8ed2e8ff);
+ sky_curve = 0.25;
+ sky_energy = 1;
+
+ ground_bottom_color = Color::hex(0x322719ff);
+ ground_horizon_color = Color::hex(0x543610ff);
+ ground_curve = 0.25;
+ ground_energy = 1;
+
+ sun_color = Color(1, 1, 1);
+ sun_latitude = 35;
+ sun_longitude = 0;
+ sun_angle_min = 1;
+ sun_angle_max = 100;
+ sun_curve = 0.05;
+ sun_energy = 16;
+
+ texture_size = TEXTURE_SIZE_1024;
- cube_map = VS::get_singleton()->texture_create();
- sky_box = VS::get_singleton()->skybox_create();
- cube_map_valid = false;
+ _queue_update();
}
-ImageSkyBox::~ImageSkyBox() {
+ProceduralSky::~ProceduralSky() {
- VS::get_singleton()->free(cube_map);
- VS::get_singleton()->free(sky_box);
+ VS::get_singleton()->free(sky);
+ VS::get_singleton()->free(texture);
}
diff --git a/scene/resources/sky_box.h b/scene/resources/sky_box.h
index f748ac1e2d..7b707af3a6 100644
--- a/scene/resources/sky_box.h
+++ b/scene/resources/sky_box.h
@@ -27,13 +27,13 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef SKYBOX_H
-#define SKYBOX_H
+#ifndef Sky_H
+#define Sky_H
#include "scene/resources/texture.h"
-class SkyBox : public Resource {
- GDCLASS(SkyBox, Resource);
+class Sky : public Resource {
+ GDCLASS(Sky, Resource);
public:
enum RadianceSize {
@@ -54,46 +54,131 @@ protected:
public:
void set_radiance_size(RadianceSize p_size);
RadianceSize get_radiance_size() const;
- SkyBox();
+ Sky();
};
-VARIANT_ENUM_CAST(SkyBox::RadianceSize)
+VARIANT_ENUM_CAST(Sky::RadianceSize)
-class ImageSkyBox : public SkyBox {
- GDCLASS(ImageSkyBox, SkyBox);
+class PanoramaSky : public Sky {
+ GDCLASS(PanoramaSky, Sky);
+
+private:
+ RID sky;
+ Ref<Texture> panorama;
+
+protected:
+ static void _bind_methods();
+ virtual void _radiance_changed();
public:
- enum ImagePath {
- IMAGE_PATH_NEGATIVE_X,
- IMAGE_PATH_POSITIVE_X,
- IMAGE_PATH_NEGATIVE_Y,
- IMAGE_PATH_POSITIVE_Y,
- IMAGE_PATH_NEGATIVE_Z,
- IMAGE_PATH_POSITIVE_Z,
- IMAGE_PATH_MAX
+ void set_panorama(const Ref<Texture> &p_panorama);
+ Ref<Texture> get_panorama() const;
+
+ virtual RID get_rid() const;
+
+ PanoramaSky();
+ ~PanoramaSky();
+};
+
+class ProceduralSky : public Sky {
+ GDCLASS(ProceduralSky, Sky);
+
+public:
+ enum TextureSize {
+ TEXTURE_SIZE_1024,
+ TEXTURE_SIZE_2048,
+ TEXTURE_SIZE_4096,
+ TEXTURE_SIZE_MAX
};
private:
- RID cube_map;
- RID sky_box;
- bool cube_map_valid;
+ Color sky_top_color;
+ Color sky_horizon_color;
+ float sky_curve;
+ float sky_energy;
+
+ Color ground_bottom_color;
+ Color ground_horizon_color;
+ float ground_curve;
+ float ground_energy;
+
+ Color sun_color;
+ float sun_latitude;
+ float sun_longitude;
+ float sun_angle_min;
+ float sun_angle_max;
+ float sun_curve;
+ float sun_energy;
+
+ TextureSize texture_size;
+
+ RID sky;
+ RID texture;
- String image_path[IMAGE_PATH_MAX];
+ bool update_queued;
protected:
static void _bind_methods();
virtual void _radiance_changed();
+ void _update_sky();
+ void _queue_update();
+
public:
- void set_image_path(ImagePath p_image, const String &p_path);
- String get_image_path(ImagePath p_image) const;
+ void set_sky_top_color(const Color &p_sky_top);
+ Color get_sky_top_color() const;
+
+ void set_sky_horizon_color(const Color &p_sky_horizon);
+ Color get_sky_horizon_color() const;
+
+ void set_sky_curve(float p_curve);
+ float get_sky_curve() const;
+
+ void set_sky_energy(float p_energy);
+ float get_sky_energy() const;
+
+ void set_ground_bottom_color(const Color &p_ground_bottom);
+ Color get_ground_bottom_color() const;
+
+ void set_ground_horizon_color(const Color &p_ground_horizon);
+ Color get_ground_horizon_color() const;
+
+ void set_ground_curve(float p_curve);
+ float get_ground_curve() const;
+
+ void set_ground_energy(float p_energy);
+ float get_ground_energy() const;
+
+ void set_sun_color(const Color &p_sun);
+ Color get_sun_color() const;
+
+ void set_sun_latitude(float p_angle);
+ float get_sun_latitude() const;
+
+ void set_sun_longitude(float p_angle);
+ float get_sun_longitude() const;
+
+ void set_sun_angle_min(float p_angle);
+ float get_sun_angle_min() const;
+
+ void set_sun_angle_max(float p_angle);
+ float get_sun_angle_max() const;
+
+ void set_sun_curve(float p_curve);
+ float get_sun_curve() const;
+
+ void set_sun_energy(float p_energy);
+ float get_sun_energy() const;
+
+ void set_texture_size(TextureSize p_size);
+ TextureSize get_texture_size() const;
virtual RID get_rid() const;
- ImageSkyBox();
- ~ImageSkyBox();
+ ProceduralSky();
+ ~ProceduralSky();
};
-VARIANT_ENUM_CAST(ImageSkyBox::ImagePath)
+VARIANT_ENUM_CAST(ProceduralSky::TextureSize)
-#endif // SKYBOX_H
+#endif // Sky_H
diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp
index b665de2de1..2714ffec10 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -114,6 +114,19 @@ RES StyleBoxTexture::get_texture() const {
return texture;
}
+void StyleBoxTexture::set_normal_map(RES p_normal_map) {
+
+ if (normal_map == p_normal_map)
+ return;
+ normal_map = p_normal_map;
+ emit_changed();
+}
+
+RES StyleBoxTexture::get_normal_map() const {
+
+ return normal_map;
+}
+
void StyleBoxTexture::set_margin_size(Margin p_margin, float p_size) {
margin[p_margin] = p_size;
@@ -138,12 +151,16 @@ void StyleBoxTexture::draw(RID p_canvas_item, const Rect2 &p_rect) const {
texture->get_rect_region(rect, src_rect, rect, src_rect);
- rect.pos.x -= expand_margin[MARGIN_LEFT];
- rect.pos.y -= expand_margin[MARGIN_TOP];
+ rect.position.x -= expand_margin[MARGIN_LEFT];
+ rect.position.y -= expand_margin[MARGIN_TOP];
rect.size.x += expand_margin[MARGIN_LEFT] + expand_margin[MARGIN_RIGHT];
rect.size.y += expand_margin[MARGIN_TOP] + expand_margin[MARGIN_BOTTOM];
- VisualServer::get_singleton()->canvas_item_add_nine_patch(p_canvas_item, rect, src_rect, texture->get_rid(), Vector2(margin[MARGIN_LEFT], margin[MARGIN_TOP]), Vector2(margin[MARGIN_RIGHT], margin[MARGIN_BOTTOM]), VS::NINE_PATCH_STRETCH, VS::NINE_PATCH_STRETCH, draw_center, modulate);
+ RID normal_rid;
+ if (normal_map.is_valid())
+ normal_rid = normal_map->get_rid();
+
+ VisualServer::get_singleton()->canvas_item_add_nine_patch(p_canvas_item, rect, src_rect, texture->get_rid(), Vector2(margin[MARGIN_LEFT], margin[MARGIN_TOP]), Vector2(margin[MARGIN_RIGHT], margin[MARGIN_BOTTOM]), VS::NINE_PATCH_STRETCH, VS::NINE_PATCH_STRETCH, draw_center, modulate, normal_rid);
}
void StyleBoxTexture::set_draw_center(bool p_draw) {
@@ -209,6 +226,9 @@ void StyleBoxTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture:Texture"), &StyleBoxTexture::set_texture);
ClassDB::bind_method(D_METHOD("get_texture:Texture"), &StyleBoxTexture::get_texture);
+ ClassDB::bind_method(D_METHOD("set_normal_map", "normal_map:Texture"), &StyleBoxTexture::set_normal_map);
+ ClassDB::bind_method(D_METHOD("get_normal_map:Texture"), &StyleBoxTexture::get_normal_map);
+
ClassDB::bind_method(D_METHOD("set_margin_size", "margin", "size"), &StyleBoxTexture::set_margin_size);
ClassDB::bind_method(D_METHOD("get_margin_size", "margin"), &StyleBoxTexture::get_margin_size);
@@ -227,6 +247,7 @@ void StyleBoxTexture::_bind_methods() {
ADD_SIGNAL(MethodInfo("texture_changed"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map");
ADD_PROPERTYNZ(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect");
ADD_GROUP("Margin", "margin_");
ADD_PROPERTYI(PropertyInfo(Variant::REAL, "margin_left", PROPERTY_HINT_RANGE, "0,2048,1"), "set_margin_size", "get_margin_size", MARGIN_LEFT);
@@ -352,26 +373,26 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
color_downright.b = (border_size - i) * color_downright.b / border_size + i * bg_color.b / border_size;
}
- vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r.pos.x, r.pos.y + r.size.y - 1), Size2(r.size.x, 1)), color_downright);
- vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r.pos.x + r.size.x - 1, r.pos.y), Size2(1, r.size.y)), color_downright);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r.position.x, r.position.y + r.size.y - 1), Size2(r.size.x, 1)), color_downright);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r.position.x + r.size.x - 1, r.position.y), Size2(1, r.size.y)), color_downright);
- vs->canvas_item_add_rect(p_canvas_item, Rect2(r.pos, Size2(r.size.x, 1)), color_upleft);
- vs->canvas_item_add_rect(p_canvas_item, Rect2(r.pos, Size2(1, r.size.y)), color_upleft);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(r.position, Size2(r.size.x, 1)), color_upleft);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(r.position, Size2(1, r.size.y)), color_upleft);
- r.pos.x++;
- r.pos.y++;
+ r.position.x++;
+ r.position.y++;
r.size.x -= 2;
r.size.y -= 2;
}
if (draw_center)
- vs->canvas_item_add_rect(p_canvas_item, Rect2(r.pos, r.size), bg_color);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(r.position, r.size), bg_color);
Rect2i r_add = p_rect;
- vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r_add.pos.x - additional_border_size[MARGIN_LEFT], r_add.pos.y - additional_border_size[MARGIN_TOP]), Size2(r_add.size.width + additional_border_size[MARGIN_LEFT] + additional_border_size[MARGIN_RIGHT], additional_border_size[MARGIN_TOP])), light_color);
- vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r_add.pos.x - additional_border_size[MARGIN_LEFT], r_add.pos.y), Size2(additional_border_size[MARGIN_LEFT], r_add.size.height)), light_color);
- vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r_add.pos.x + r_add.size.width, r_add.pos.y), Size2(additional_border_size[MARGIN_RIGHT], r_add.size.height)), dark_color);
- vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r_add.pos.x - additional_border_size[MARGIN_LEFT], r_add.pos.y + r_add.size.height), Size2(r_add.size.width + additional_border_size[MARGIN_LEFT] + additional_border_size[MARGIN_RIGHT], additional_border_size[MARGIN_BOTTOM])), dark_color);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r_add.position.x - additional_border_size[MARGIN_LEFT], r_add.position.y - additional_border_size[MARGIN_TOP]), Size2(r_add.size.width + additional_border_size[MARGIN_LEFT] + additional_border_size[MARGIN_RIGHT], additional_border_size[MARGIN_TOP])), light_color);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r_add.position.x - additional_border_size[MARGIN_LEFT], r_add.position.y), Size2(additional_border_size[MARGIN_LEFT], r_add.size.height)), light_color);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r_add.position.x + r_add.size.width, r_add.position.y), Size2(additional_border_size[MARGIN_RIGHT], r_add.size.height)), dark_color);
+ vs->canvas_item_add_rect(p_canvas_item, Rect2(Point2i(r_add.position.x - additional_border_size[MARGIN_LEFT], r_add.position.y + r_add.size.height), Size2(r_add.size.width + additional_border_size[MARGIN_LEFT] + additional_border_size[MARGIN_RIGHT], additional_border_size[MARGIN_BOTTOM])), dark_color);
}
float StyleBoxFlat::get_style_margin(Margin p_margin) const {
diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h
index bbb2444bd7..7547c2ea81 100644
--- a/scene/resources/style_box.h
+++ b/scene/resources/style_box.h
@@ -39,7 +39,7 @@
class StyleBox : public Resource {
GDCLASS(StyleBox, Resource);
- RES_BASE_EXTENSION("sbx");
+ RES_BASE_EXTENSION("stylebox");
OBJ_SAVE_TYPE(StyleBox);
float margin[4];
@@ -81,6 +81,7 @@ class StyleBoxTexture : public StyleBox {
float margin[4];
Rect2 region_rect;
Ref<Texture> texture;
+ Ref<Texture> normal_map;
bool draw_center;
Color modulate;
@@ -101,6 +102,9 @@ public:
void set_texture(RES p_texture);
RES get_texture() const;
+ void set_normal_map(RES p_normal_map);
+ RES get_normal_map() const;
+
void set_draw_center(bool p_draw);
bool get_draw_center() const;
virtual Size2 get_center_size() const;
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 4c36d79a7a..60fb97c792 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -224,13 +224,13 @@ void SurfaceTool::add_index(int p_index) {
index_array.push_back(p_index);
}
-Ref<Mesh> SurfaceTool::commit(const Ref<Mesh> &p_existing) {
+Ref<ArrayMesh> SurfaceTool::commit(const Ref<ArrayMesh> &p_existing) {
- Ref<Mesh> mesh;
+ Ref<ArrayMesh> mesh;
if (p_existing.is_valid())
mesh = p_existing;
else
- mesh = Ref<Mesh>(memnew(Mesh));
+ mesh.instance();
int varr_len = vertex_array.size();
diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h
index b143086e11..753c3626b8 100644
--- a/scene/resources/surface_tool.h
+++ b/scene/resources/surface_tool.h
@@ -125,7 +125,7 @@ public:
void create_from(const Ref<Mesh> &p_existing, int p_surface);
void append_from(const Ref<Mesh> &p_existing, int p_surface, const Transform &p_xform);
- Ref<Mesh> commit(const Ref<Mesh> &p_existing = Ref<Mesh>());
+ Ref<ArrayMesh> commit(const Ref<ArrayMesh> &p_existing = Ref<ArrayMesh>());
SurfaceTool();
};
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 6b9407be8c..2120b37497 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -28,25 +28,28 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "texture.h"
+#include "core/method_bind_ext.inc"
#include "core/os/os.h"
#include "io/image_loader.h"
-
Size2 Texture::get_size() const {
return Size2(get_width(), get_height());
}
-void Texture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose) const {
+void Texture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, get_size()), get_rid(), false, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, get_size()), get_rid(), false, p_modulate, p_transpose, normal_rid);
}
-void Texture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose) const {
+void Texture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, get_rid(), p_tile, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, get_rid(), p_tile, p_modulate, p_transpose, normal_rid);
}
-void Texture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose) const {
+void Texture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map, bool p_clip_uv) const {
- VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, get_rid(), p_src_rect, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, get_rid(), p_src_rect, p_modulate, p_transpose, normal_rid, p_clip_uv);
}
bool Texture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const {
@@ -65,9 +68,9 @@ void Texture::_bind_methods() {
ClassDB::bind_method(D_METHOD("has_alpha"), &Texture::has_alpha);
ClassDB::bind_method(D_METHOD("set_flags", "flags"), &Texture::set_flags);
ClassDB::bind_method(D_METHOD("get_flags"), &Texture::get_flags);
- ClassDB::bind_method(D_METHOD("draw", "canvas_item", "pos", "modulate", "transpose"), &Texture::draw, DEFVAL(Color(1, 1, 1)), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("draw_rect", "canvas_item", "rect", "tile", "modulate", "transpose"), &Texture::draw_rect, DEFVAL(Color(1, 1, 1)), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("draw_rect_region", "canvas_item", "rect", "src_rect", "modulate", "transpose"), &Texture::draw_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("draw", "canvas_item", "pos", "modulate", "transpose", "normal_map:Texture"), &Texture::draw, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()));
+ ClassDB::bind_method(D_METHOD("draw_rect", "canvas_item", "rect", "tile", "modulate", "transpose", "normal_map:Texture"), &Texture::draw_rect, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()));
+ ClassDB::bind_method(D_METHOD("draw_rect_region", "canvas_item", "rect", "src_rect", "modulate", "transpose", "normal_map:Texture", "clip_uv"), &Texture::draw_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(Variant()), DEFVAL(true));
BIND_CONSTANT(FLAG_MIPMAPS);
BIND_CONSTANT(FLAG_REPEAT);
@@ -265,23 +268,26 @@ bool ImageTexture::has_alpha() const {
return (format == Image::FORMAT_LA8 || format == Image::FORMAT_RGBA8);
}
-void ImageTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose) const {
+void ImageTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
if ((w | h) == 0)
return;
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose, normal_rid);
}
-void ImageTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose) const {
+void ImageTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
if ((w | h) == 0)
return;
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose, normal_rid);
}
-void ImageTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose) const {
+void ImageTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map, bool p_clip_uv) const {
if ((w | h) == 0)
return;
- VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose, normal_rid, p_clip_uv);
}
void ImageTexture::set_size_override(const Size2 &p_size) {
@@ -351,10 +357,6 @@ void ImageTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_lossy_storage_quality"), &ImageTexture::get_lossy_storage_quality);
ClassDB::bind_method(D_METHOD("set_size_override", "size"), &ImageTexture::set_size_override);
- ClassDB::set_method_flags(get_class_static(), _scs_create("fix_alpha_edges"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
- ClassDB::set_method_flags(get_class_static(), _scs_create("premultiply_alpha"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
- ClassDB::set_method_flags(get_class_static(), _scs_create("normal_to_xy"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
- ClassDB::set_method_flags(get_class_static(), _scs_create("shrink_x2_and_keep_size"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR);
ClassDB::bind_method(D_METHOD("_reload_hook", "rid"), &ImageTexture::_reload_hook);
BIND_CONSTANT(STORAGE_RAW);
@@ -394,8 +396,17 @@ void StreamTexture::_requested_srgb(void *p_ud) {
request_srgb_callback(stex);
}
+void StreamTexture::_requested_normal(void *p_ud) {
+
+ StreamTexture *st = (StreamTexture *)p_ud;
+ Ref<StreamTexture> stex(st);
+ ERR_FAIL_COND(!request_normal_callback);
+ request_normal_callback(stex);
+}
+
StreamTexture::TextureFormatRequestCallback StreamTexture::request_3d_callback = NULL;
StreamTexture::TextureFormatRequestCallback StreamTexture::request_srgb_callback = NULL;
+StreamTexture::TextureFormatRequestCallback StreamTexture::request_normal_callback = NULL;
uint32_t StreamTexture::get_flags() const {
@@ -425,12 +436,13 @@ Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &fla
flags = f->get_32(); //texture flags!
uint32_t df = f->get_32(); //data format
- /*
+/*
print_line("width: " + itos(tw));
print_line("height: " + itos(th));
print_line("flags: " + itos(flags));
print_line("df: " + itos(df));
*/
+#ifdef TOOLS_ENABLED
if (request_3d_callback && df & FORMAT_BIT_DETECT_3D) {
//print_line("request detect 3D at " + p_path);
@@ -448,6 +460,14 @@ Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &fla
VS::get_singleton()->texture_set_detect_srgb_callback(texture, NULL, NULL);
}
+ if (request_srgb_callback && df & FORMAT_BIT_DETECT_NORMAL) {
+ //print_line("request detect srgb at " + p_path);
+ VS::get_singleton()->texture_set_detect_normal_callback(texture, _requested_normal, this);
+ } else {
+ //print_line("not requesting detect normal at " + p_path);
+ VS::get_singleton()->texture_set_detect_normal_callback(texture, NULL, NULL);
+ }
+#endif
if (!(df & FORMAT_BIT_STREAM)) {
p_size_limit = 0;
}
@@ -498,9 +518,9 @@ Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &fla
img = Image::lossy_unpacker(pv);
}
- if (img.is_null()) {
+ if (img.is_null() || img->empty()) {
memdelete(f);
- ERR_FAIL_COND_V(img->empty(), ERR_FILE_CORRUPT);
+ ERR_FAIL_COND_V(img.is_null() || img->empty(), ERR_FILE_CORRUPT);
}
total_size += img->get_data().size();
@@ -651,23 +671,26 @@ RID StreamTexture::get_rid() const {
return texture;
}
-void StreamTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose) const {
+void StreamTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
if ((w | h) == 0)
return;
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose, normal_rid);
}
-void StreamTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose) const {
+void StreamTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
if ((w | h) == 0)
return;
- VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose, normal_rid);
}
-void StreamTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose) const {
+void StreamTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map, bool p_clip_uv) const {
if ((w | h) == 0)
return;
- VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose, normal_rid, p_clip_uv);
}
bool StreamTexture::has_alpha() const {
@@ -849,7 +872,7 @@ void AtlasTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "margin"), "set_margin", "get_margin");
}
-void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose) const {
+void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
Rect2 rc = region;
@@ -864,10 +887,11 @@ void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_m
rc.size.height = atlas->get_height();
}
- VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(p_pos + margin.pos, rc.size), atlas->get_rid(), rc, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(p_pos + margin.position, rc.size), atlas->get_rid(), rc, p_modulate, p_transpose, normal_rid);
}
-void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose) const {
+void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
Rect2 rc = region;
@@ -883,11 +907,12 @@ void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile
}
Vector2 scale = p_rect.size / (region.size + margin.size);
- Rect2 dr(p_rect.pos + margin.pos * scale, rc.size * scale);
+ Rect2 dr(p_rect.position + margin.position * scale, rc.size * scale);
- VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), rc, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), rc, p_modulate, p_transpose, normal_rid);
}
-void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose) const {
+void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map, bool p_clip_uv) const {
//this might not necessarily work well if using a rect, needs to be fixed properly
Rect2 rc = region;
@@ -896,26 +921,27 @@ void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, cons
return;
Rect2 src = p_src_rect;
- src.pos += (rc.pos - margin.pos);
+ src.position += (rc.position - margin.position);
Rect2 src_c = rc.clip(src);
if (src_c.size == Size2())
return;
- Vector2 ofs = (src_c.pos - src.pos);
+ Vector2 ofs = (src_c.position - src.position);
Vector2 scale = p_rect.size / p_src_rect.size;
if (scale.x < 0) {
- float mx = (margin.size.width - margin.pos.x);
- mx -= margin.pos.x;
+ float mx = (margin.size.width - margin.position.x);
+ mx -= margin.position.x;
ofs.x = -(ofs.x + mx);
}
if (scale.y < 0) {
- float my = margin.size.height - margin.pos.y;
- my -= margin.pos.y;
+ float my = margin.size.height - margin.position.y;
+ my -= margin.position.y;
ofs.y = -(ofs.y + my);
}
- Rect2 dr(p_rect.pos + ofs * scale, src_c.size * scale);
+ Rect2 dr(p_rect.position + ofs * scale, src_c.size * scale);
- VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), src_c, p_modulate, p_transpose);
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
+ VS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), src_c, p_modulate, p_transpose, normal_rid, p_clip_uv);
}
bool AtlasTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const {
@@ -926,24 +952,24 @@ bool AtlasTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect,
return false;
Rect2 src = p_src_rect;
- src.pos += (rc.pos - margin.pos);
+ src.position += (rc.position - margin.position);
Rect2 src_c = rc.clip(src);
if (src_c.size == Size2())
return false;
- Vector2 ofs = (src_c.pos - src.pos);
+ Vector2 ofs = (src_c.position - src.position);
Vector2 scale = p_rect.size / p_src_rect.size;
if (scale.x < 0) {
- float mx = (margin.size.width - margin.pos.x);
- mx -= margin.pos.x;
+ float mx = (margin.size.width - margin.position.x);
+ mx -= margin.position.x;
ofs.x = -(ofs.x + mx);
}
if (scale.y < 0) {
- float my = margin.size.height - margin.pos.y;
- my -= margin.pos.y;
+ float my = margin.size.height - margin.position.y;
+ my -= margin.position.y;
ofs.y = -(ofs.y + my);
}
- Rect2 dr(p_rect.pos + ofs * scale, src_c.size * scale);
+ Rect2 dr(p_rect.position + ofs * scale, src_c.size * scale);
r_rect = dr;
r_src_rect = src_c;
@@ -1080,16 +1106,16 @@ void LargeTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_data", "_get_data");
}
-void LargeTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose) const {
+void LargeTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
for (int i = 0; i < pieces.size(); i++) {
// TODO
- pieces[i].texture->draw(p_canvas_item, pieces[i].offset + p_pos, p_modulate, p_transpose);
+ pieces[i].texture->draw(p_canvas_item, pieces[i].offset + p_pos, p_modulate, p_transpose, p_normal_map);
}
}
-void LargeTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose) const {
+void LargeTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const {
//tiling not supported for this
if (size.x == 0 || size.y == 0)
@@ -1097,13 +1123,14 @@ void LargeTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile
Size2 scale = p_rect.size / size;
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
for (int i = 0; i < pieces.size(); i++) {
// TODO
- pieces[i].texture->draw_rect(p_canvas_item, Rect2(pieces[i].offset * scale + p_rect.pos, pieces[i].texture->get_size() * scale), false, p_modulate, p_transpose);
+ pieces[i].texture->draw_rect(p_canvas_item, Rect2(pieces[i].offset * scale + p_rect.position, pieces[i].texture->get_size() * scale), false, p_modulate, p_transpose, p_normal_map);
}
}
-void LargeTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose) const {
+void LargeTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map, bool p_clip_uv) const {
//tiling not supported for this
if (p_src_rect.size.x == 0 || p_src_rect.size.y == 0)
@@ -1111,6 +1138,7 @@ void LargeTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, cons
Size2 scale = p_rect.size / p_src_rect.size;
+ RID normal_rid = p_normal_map.is_valid() ? p_normal_map->get_rid() : RID();
for (int i = 0; i < pieces.size(); i++) {
// TODO
@@ -1120,9 +1148,9 @@ void LargeTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, cons
Rect2 local = p_src_rect.clip(rect);
Rect2 target = local;
target.size *= scale;
- target.pos = p_rect.pos + (p_src_rect.pos + rect.pos) * scale;
- local.pos -= rect.pos;
- pieces[i].texture->draw_rect_region(p_canvas_item, target, local, p_modulate, p_transpose);
+ target.position = p_rect.position + (p_src_rect.position + rect.position) * scale;
+ local.position -= rect.position;
+ pieces[i].texture->draw_rect_region(p_canvas_item, target, local, p_modulate, p_transpose, p_normal_map, false);
}
}
@@ -1785,6 +1813,10 @@ float GradientTexture::get_offset(int pos) const {
return 0; //TODO: Maybe throw some error instead?
}
+Ref<Image> GradientTexture::get_data() const {
+ return VisualServer::get_singleton()->texture_get_data(texture);
+}
+
void GradientTexture::set_color(int pos, const Color &color) {
if (points.size() <= pos) {
points.resize(pos + 1);
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index 07416529ae..2b82dbd21f 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -68,9 +68,9 @@ public:
virtual void set_flags(uint32_t p_flags) = 0;
virtual uint32_t get_flags() const = 0;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_clip_uv = true) const;
virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const;
virtual Ref<Image> get_data() const { return Ref<Image>(); }
@@ -131,9 +131,9 @@ public:
virtual RID get_rid() const;
bool has_alpha() const;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_clip_uv = true) const;
void set_storage(Storage p_storage);
Storage get_storage() const;
@@ -167,6 +167,7 @@ public:
FORMAT_BIT_HAS_MIPMAPS = 1 << 23,
FORMAT_BIT_DETECT_3D = 1 << 24,
FORMAT_BIT_DETECT_SRGB = 1 << 25,
+ FORMAT_BIT_DETECT_NORMAL = 1 << 26,
};
private:
@@ -181,6 +182,7 @@ private:
static void _requested_3d(void *p_ud);
static void _requested_srgb(void *p_ud);
+ static void _requested_normal(void *p_ud);
protected:
static void _bind_methods();
@@ -190,6 +192,7 @@ public:
static TextureFormatRequestCallback request_3d_callback;
static TextureFormatRequestCallback request_srgb_callback;
+ static TextureFormatRequestCallback request_normal_callback;
uint32_t get_flags() const;
Image::Format get_format() const;
@@ -200,9 +203,9 @@ public:
int get_height() const;
virtual RID get_rid() const;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_clip_uv = true) const;
virtual bool has_alpha() const;
virtual void set_flags(uint32_t p_flags);
@@ -226,7 +229,7 @@ VARIANT_ENUM_CAST(ImageTexture::Storage);
class AtlasTexture : public Texture {
GDCLASS(AtlasTexture, Texture);
- RES_BASE_EXTENSION("atex");
+ RES_BASE_EXTENSION("atlastex");
protected:
Ref<Texture> atlas;
@@ -254,9 +257,9 @@ public:
void set_margin(const Rect2 &p_margin);
Rect2 get_margin() const;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_clip_uv = true) const;
virtual bool get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const;
AtlasTexture();
@@ -265,7 +268,7 @@ public:
class LargeTexture : public Texture {
GDCLASS(LargeTexture, Texture);
- RES_BASE_EXTENSION("ltex");
+ RES_BASE_EXTENSION("largetex");
protected:
struct Piece {
@@ -302,9 +305,9 @@ public:
Vector2 get_piece_offset(int p_idx) const;
Ref<Texture> get_piece_texture(int p_idx) const;
- virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
- virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) const;
+ virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const;
+ virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_clip_uv = true) const;
LargeTexture();
};
@@ -312,7 +315,7 @@ public:
class CubeMap : public Resource {
GDCLASS(CubeMap, Resource);
- RES_BASE_EXTENSION("cbm");
+ RES_BASE_EXTENSION("cubemap");
public:
enum Storage {
@@ -393,7 +396,7 @@ VARIANT_ENUM_CAST(CubeMap::Storage);
class CurveTexture : public Texture {
GDCLASS(CurveTexture, Texture);
- RES_BASE_EXTENSION("cvtex");
+ RES_BASE_EXTENSION("curvetex");
private:
RID texture;
@@ -539,6 +542,8 @@ public:
return pointFirst.color.linear_interpolate(pointSecond.color, (p_offset - pointFirst.offset) / (pointSecond.offset - pointFirst.offset));
}
+ virtual Ref<Image> get_data() const;
+
int get_points_count() const;
GradientTexture();
diff --git a/scene/resources/theme.h b/scene/resources/theme.h
index 1a5cfcf4b2..1dfea7f421 100644
--- a/scene/resources/theme.h
+++ b/scene/resources/theme.h
@@ -43,7 +43,7 @@
class Theme : public Resource {
GDCLASS(Theme, Resource);
- RES_BASE_EXTENSION("thm");
+ RES_BASE_EXTENSION("theme");
static Ref<Theme> default_theme;
diff --git a/scene/resources/world.cpp b/scene/resources/world.cpp
index eab7cf6098..24551e9135 100644
--- a/scene/resources/world.cpp
+++ b/scene/resources/world.cpp
@@ -280,6 +280,20 @@ Ref<Environment> World::get_environment() const {
return environment;
}
+void World::set_fallback_environment(const Ref<Environment> &p_environment) {
+
+ fallback_environment = p_environment;
+ if (fallback_environment.is_valid())
+ VS::get_singleton()->scenario_set_fallback_environment(scenario, p_environment->get_rid());
+ else
+ VS::get_singleton()->scenario_set_fallback_environment(scenario, RID());
+}
+
+Ref<Environment> World::get_fallback_environment() const {
+
+ return fallback_environment;
+}
+
PhysicsDirectSpaceState *World::get_direct_space_state() {
return PhysicsServer::get_singleton()->space_get_direct_state(space);
@@ -291,8 +305,11 @@ void World::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_scenario"), &World::get_scenario);
ClassDB::bind_method(D_METHOD("set_environment", "env:Environment"), &World::set_environment);
ClassDB::bind_method(D_METHOD("get_environment:Environment"), &World::get_environment);
+ ClassDB::bind_method(D_METHOD("set_fallback_environment", "env:Environment"), &World::set_fallback_environment);
+ ClassDB::bind_method(D_METHOD("get_fallback_environment:Environment"), &World::get_fallback_environment);
ClassDB::bind_method(D_METHOD("get_direct_space_state:PhysicsDirectSpaceState"), &World::get_direct_space_state);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_environment", "get_environment");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fallback_environment", PROPERTY_HINT_RESOURCE_TYPE, "Environment"), "set_fallback_environment", "get_fallback_environment");
}
World::World() {
diff --git a/scene/resources/world.h b/scene/resources/world.h
index f2c85f31f6..5291b3974b 100644
--- a/scene/resources/world.h
+++ b/scene/resources/world.h
@@ -41,13 +41,14 @@ class VisibilityNotifier;
class World : public Resource {
GDCLASS(World, Resource);
- RES_BASE_EXTENSION("wrd");
+ RES_BASE_EXTENSION("world");
private:
RID space;
RID scenario;
SpatialIndexer *indexer;
Ref<Environment> environment;
+ Ref<Environment> fallback_environment;
protected:
static void _bind_methods();
@@ -68,9 +69,13 @@ protected:
public:
RID get_space() const;
RID get_scenario() const;
+
void set_environment(const Ref<Environment> &p_environment);
Ref<Environment> get_environment() const;
+ void set_fallback_environment(const Ref<Environment> &p_environment);
+ Ref<Environment> get_fallback_environment() const;
+
PhysicsDirectSpaceState *get_direct_space_state();
World();
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index db72ccd03c..36d2a38b3d 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -97,9 +97,9 @@ struct SpatialIndexer2D {
void _notifier_update_cells(VisibilityNotifier2D *p_notifier, const Rect2 &p_rect, bool p_add) {
- Point2i begin = p_rect.pos;
+ Point2i begin = p_rect.position;
begin /= cell_size;
- Point2i end = p_rect.pos + p_rect.size;
+ Point2i end = p_rect.position + p_rect.size;
end /= cell_size;
for (int i = begin.x; i <= end.x; i++) {
@@ -220,9 +220,9 @@ struct SpatialIndexer2D {
for (Map<Viewport *, ViewportData>::Element *E = viewports.front(); E; E = E->next()) {
- Point2i begin = E->get().rect.pos;
+ Point2i begin = E->get().rect.position;
begin /= cell_size;
- Point2i end = E->get().rect.pos + E->get().rect.size;
+ Point2i end = E->get().rect.position + E->get().rect.size;
end /= cell_size;
pass++;
List<VisibilityNotifier2D *> added;
@@ -360,16 +360,17 @@ RID World2D::get_space() {
return space;
}
-RID World2D::get_sound_space() {
+void World2D::get_viewport_list(List<Viewport *> *r_viewports) {
- return sound_space;
+ for (Map<Viewport *, SpatialIndexer2D::ViewportData>::Element *E = indexer->viewports.front(); E; E = E->next()) {
+ r_viewports->push_back(E->key());
+ }
}
void World2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_canvas"), &World2D::get_canvas);
ClassDB::bind_method(D_METHOD("get_space"), &World2D::get_space);
- ClassDB::bind_method(D_METHOD("get_sound_space"), &World2D::get_sound_space);
ClassDB::bind_method(D_METHOD("get_direct_space_state:Physics2DDirectSpaceState"), &World2D::get_direct_space_state);
}
diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h
index 2b6e7e7383..35c8ce390f 100644
--- a/scene/resources/world_2d.h
+++ b/scene/resources/world_2d.h
@@ -44,7 +44,6 @@ class World2D : public Resource {
RID canvas;
RID space;
- RID sound_space;
SpatialIndexer2D *indexer;
@@ -66,10 +65,11 @@ protected:
public:
RID get_canvas();
RID get_space();
- RID get_sound_space();
Physics2DDirectSpaceState *get_direct_space_state();
+ void get_viewport_list(List<Viewport *> *r_viewports);
+
World2D();
~World2D();
};