/*************************************************************************/ /* decal.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 DECAL_H #define DECAL_H #include "scene/3d/visual_instance_3d.h" #include "scene/resources/texture.h" #include "servers/rendering_server.h" class Decal : public VisualInstance3D { GDCLASS(Decal, VisualInstance3D); public: enum DecalTexture { TEXTURE_ALBEDO, TEXTURE_NORMAL, TEXTURE_ORM, TEXTURE_EMISSION, TEXTURE_MAX }; private: RID decal; Vector3 extents = Vector3(1, 1, 1); Ref textures[TEXTURE_MAX]; float emission_energy = 1.0; float albedo_mix = 1.0; Color modulate = Color(1, 1, 1, 1); uint32_t cull_mask = (1 << 20) - 1; float normal_fade = 0.0; float upper_fade = 0.3; float lower_fade = 0.3; bool distance_fade_enabled = false; float distance_fade_begin = 10.0; float distance_fade_length = 1.0; protected: static void _bind_methods(); public: void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; void set_texture(DecalTexture p_type, const Ref &p_texture); Ref get_texture(DecalTexture p_type) const; void set_emission_energy(float p_energy); float get_emission_energy() const; void set_albedo_mix(float p_mix); float get_albedo_mix() const; void set_modulate(Color p_modulate); Color get_modulate() const; void set_upper_fade(float p_energy); float get_upper_fade() const; void set_lower_fade(float p_fade); float get_lower_fade() const; void set_normal_fade(float p_fade); float get_normal_fade() const; void set_enable_distance_fade(bool p_enable); bool is_distance_fade_enabled() const; void set_distance_fade_begin(float p_distance); float get_distance_fade_begin() const; void set_distance_fade_length(float p_length); float get_distance_fade_length() const; void set_cull_mask(uint32_t p_layers); uint32_t get_cull_mask() const; virtual AABB get_aabb() const override; virtual Vector get_faces(uint32_t p_usage_flags) const override; Decal(); ~Decal(); }; VARIANT_ENUM_CAST(Decal::DecalTexture); #endif // DECAL_H