/*************************************************************************/ /* visual_server.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 "visual_server.h" #include "global_config.h" #include "method_bind_ext.inc" VisualServer *VisualServer::singleton = NULL; VisualServer *(*VisualServer::create_func)() = NULL; VisualServer *VisualServer::get_singleton() { return singleton; } PoolVector VisualServer::_shader_get_param_list(RID p_shader) const { //remove at some point PoolVector pl; #if 0 List params; shader_get_param_list(p_shader,¶ms); for(List::Element *E=params.front();E;E=E->next()) { pl.push_back(E->get()); } #endif return pl; } VisualServer *VisualServer::create() { ERR_FAIL_COND_V(singleton, NULL); if (create_func) return create_func(); return NULL; } RID VisualServer::texture_create_from_image(const Ref &p_image, uint32_t p_flags) { ERR_FAIL_COND_V(!p_image.is_valid(), RID()); RID texture = texture_create(); texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), p_flags); //if it has mipmaps, use, else generate ERR_FAIL_COND_V(!texture.is_valid(), texture); texture_set_data(texture, p_image); return texture; } RID VisualServer::get_test_texture() { if (test_texture.is_valid()) { return test_texture; }; #define TEST_TEXTURE_SIZE 256 PoolVector test_data; test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3); { PoolVector::Write w = test_data.write(); for (int x = 0; x < TEST_TEXTURE_SIZE; x++) { for (int y = 0; y < TEST_TEXTURE_SIZE; y++) { Color c; int r = 255 - (x + y) / 2; if ((x % (TEST_TEXTURE_SIZE / 8)) < 2 || (y % (TEST_TEXTURE_SIZE / 8)) < 2) { c.r = y; c.g = r; c.b = x; } else { c.r = r; c.g = x; c.b = y; } w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r * 255, 0, 255)); w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g * 255, 0, 255)); w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b * 255, 0, 255)); } } } Ref data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data)); test_texture = texture_create_from_image(data); return test_texture; } void VisualServer::_free_internal_rids() { if (test_texture.is_valid()) free(test_texture); if (white_texture.is_valid()) free(white_texture); if (test_material.is_valid()) free(test_material); for (int i = 0; i < 16; i++) { if (material_2d[i].is_valid()) free(material_2d[i]); } } RID VisualServer::_make_test_cube() { PoolVector vertices; PoolVector normals; PoolVector tangents; PoolVector uvs; int vtx_idx = 0; #define ADD_VTX(m_idx) \ vertices.push_back(face_points[m_idx]); \ normals.push_back(normal_points[m_idx]); \ tangents.push_back(normal_points[m_idx][1]); \ tangents.push_back(normal_points[m_idx][2]); \ tangents.push_back(normal_points[m_idx][0]); \ tangents.push_back(1.0); \ uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \ vtx_idx++; for (int i = 0; i < 6; i++) { Vector3 face_points[4]; Vector3 normal_points[4]; float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 }; for (int j = 0; j < 4; j++) { float v[3]; v[0] = 1.0; v[1] = 1 - 2 * ((j >> 1) & 1); v[2] = v[1] * (1 - 2 * (j & 1)); for (int k = 0; k < 3; k++) { if (i < 3) face_points[j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1); else face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1); } normal_points[j] = Vector3(); normal_points[j][i % 3] = (i >= 3 ? -1 : 1); } //tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); //tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); } RID test_cube = mesh_create(); Array d; d.resize(VS::ARRAY_MAX); d[VisualServer::ARRAY_NORMAL] = normals; d[VisualServer::ARRAY_TANGENT] = tangents; d[VisualServer::ARRAY_TEX_UV] = uvs; d[VisualServer::ARRAY_VERTEX] = vertices; PoolVector indices; indices.resize(vertices.size()); for (int i = 0; i < vertices.size(); i++) indices.set(i, i); d[VisualServer::ARRAY_INDEX] = indices; mesh_add_surface_from_arrays(test_cube, PRIMITIVE_TRIANGLES, d); /* test_material = fixed_material_create(); //material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true); fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) ); */ mesh_surface_set_material(test_cube, 0, test_material); return test_cube; } RID VisualServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) { PoolVector vertices; PoolVector normals; for (int i = 1; i <= p_lats; i++) { double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats); double z0 = Math::sin(lat0); double zr0 = Math::cos(lat0); double lat1 = Math_PI * (-0.5 + (double)i / p_lats); double z1 = Math::sin(lat1); double zr1 = Math::cos(lat1); for (int j = p_lons; j >= 1; j--) { double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons; double x0 = Math::cos(lng0); double y0 = Math::sin(lng0); double lng1 = 2 * Math_PI * (double)(j) / p_lons; double x1 = Math::cos(lng1); double y1 = Math::sin(lng1); Vector3 v[4] = { Vector3(x1 * zr0, z0, y1 * zr0), Vector3(x1 * zr1, z1, y1 * zr1), Vector3(x0 * zr1, z1, y0 * zr1), Vector3(x0 * zr0, z0, y0 * zr0) }; #define ADD_POINT(m_idx) \ normals.push_back(v[m_idx]); \ vertices.push_back(v[m_idx] * p_radius); ADD_POINT(0); ADD_POINT(1); ADD_POINT(2); ADD_POINT(2); ADD_POINT(3); ADD_POINT(0); } } RID mesh = mesh_create(); Array d; d.resize(VS::ARRAY_MAX); d[ARRAY_VERTEX] = vertices; d[ARRAY_NORMAL] = normals; mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d); return mesh; } RID VisualServer::material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_alpha, bool p_opaque_prepass) { int version = 0; if (p_shaded) version = 1; if (p_transparent) version |= 2; if (p_cut_alpha) version |= 4; if (p_opaque_prepass) version |= 8; if (material_2d[version].is_valid()) return material_2d[version]; //not valid, make /* material_2d[version]=fixed_material_create(); fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_USE_ALPHA,p_transparent); fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,true); fixed_material_set_flag(material_2d[version],FIXED_MATERIAL_FLAG_DISCARD_ALPHA,p_cut_alpha); material_set_flag(material_2d[version],MATERIAL_FLAG_UNSHADED,!p_shaded); material_set_flag(material_2d[version],MATERIAL_FLAG_DOUBLE_SIDED,true); material_set_depth_draw_mode(material_2d[version],p_opaque_prepass?MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA:MATERIAL_DEPTH_DRAW_OPAQUE_ONLY); fixed_material_set_texture(material_2d[version],FIXED_MATERIAL_PARAM_DIFFUSE,get_white_texture()); //material cut alpha?*/ return material_2d[version]; } RID VisualServer::get_white_texture() { if (white_texture.is_valid()) return white_texture; PoolVector wt; wt.resize(16 * 3); { PoolVector::Write w = wt.write(); for (int i = 0; i < 16 * 3; i++) w[i] = 255; } Ref white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt)); white_texture = texture_create(); texture_allocate(white_texture, 4, 4, Image::FORMAT_RGB8); texture_set_data(white_texture, white); return white_texture; } Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector &r_vertex_array, int p_vertex_array_len, PoolVector &r_index_array, int p_index_array_len, Rect3 &r_aabb, Vector r_bone_aabb) { PoolVector::Write vw = r_vertex_array.write(); PoolVector::Write iw; if (r_index_array.size()) { iw = r_index_array.write(); } int max_bone = 0; for (int ai = 0; ai < VS::ARRAY_MAX; ai++) { if (!(p_format & (1 << ai))) // no array continue; switch (ai) { case VS::ARRAY_VERTEX: { if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) { PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector2 *src = read.ptr(); // setting vertices means regenerating the AABB Rect2 aabb; if (p_format & ARRAY_COMPRESS_VERTEX) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t vector[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(uint16_t) * 2); if (i == 0) { aabb = Rect2(src[i], Vector2()); } else { aabb.expand_to(src[i]); } } } else { for (int i = 0; i < p_vertex_array_len; i++) { float vector[2] = { src[i].x, src[i].y }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 2); if (i == 0) { aabb = Rect2(src[i], Vector2()); } else { aabb.expand_to(src[i]); } } } r_aabb = Rect3(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0)); } else { PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector3 *src = read.ptr(); // setting vertices means regenerating the AABB Rect3 aabb; if (p_format & ARRAY_COMPRESS_VERTEX) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t vector[4] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z), Math::make_half_float(1.0) }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(uint16_t) * 4); if (i == 0) { aabb = Rect3(src[i], Vector3()); } else { aabb.expand_to(src[i]); } } } else { for (int i = 0; i < p_vertex_array_len; i++) { float vector[3] = { src[i].x, src[i].y, src[i].z }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 3); if (i == 0) { aabb = Rect3(src[i], Vector3()); } else { aabb.expand_to(src[i]); } } } r_aabb = aabb; } } break; case VS::ARRAY_NORMAL: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector3 *src = read.ptr(); // setting vertices means regenerating the AABB if (p_format & ARRAY_COMPRESS_NORMAL) { for (int i = 0; i < p_vertex_array_len; i++) { uint8_t vector[4] = { CLAMP(src[i].x * 127, -128, 127), CLAMP(src[i].y * 127, -128, 127), CLAMP(src[i].z * 127, -128, 127), 0, }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float vector[3] = { src[i].x, src[i].y, src[i].z }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, 3 * 4); } } } break; case VS::ARRAY_TANGENT: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const real_t *src = read.ptr(); if (p_format & ARRAY_COMPRESS_TANGENT) { for (int i = 0; i < p_vertex_array_len; i++) { uint8_t xyzw[4] = { CLAMP(src[i * 4 + 0] * 127, -128, 127), CLAMP(src[i * 4 + 1] * 127, -128, 127), CLAMP(src[i * 4 + 2] * 127, -128, 127), CLAMP(src[i * 4 + 3] * 127, -128, 127) }; copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float xyzw[4] = { src[i * 4 + 0], src[i * 4 + 1], src[i * 4 + 2], src[i * 4 + 3] }; copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4 * 4); } } } break; case VS::ARRAY_COLOR: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_COLOR_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Color *src = read.ptr(); if (p_format & ARRAY_COMPRESS_COLOR) { for (int i = 0; i < p_vertex_array_len; i++) { uint8_t colors[4]; for (int j = 0; j < 4; j++) { colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255); } copymem(&vw[p_offsets[ai] + i * p_stride], colors, 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { copymem(&vw[p_offsets[ai] + i * p_stride], &src[i], 4 * 4); } } } break; case VS::ARRAY_TEX_UV: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector2 *src = read.ptr(); if (p_format & ARRAY_COMPRESS_TEX_UV) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) }; copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float uv[2] = { src[i].x, src[i].y }; copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4); } } } break; case VS::ARRAY_TEX_UV2: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector2 *src = read.ptr(); if (p_format & ARRAY_COMPRESS_TEX_UV2) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) }; copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float uv[2] = { src[i].x, src[i].y }; copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4); } } } break; case VS::ARRAY_WEIGHTS: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const real_t *src = read.ptr(); if (p_format & ARRAY_COMPRESS_WEIGHTS) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t data[VS::ARRAY_WEIGHTS_SIZE]; for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535); } copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float data[VS::ARRAY_WEIGHTS_SIZE]; for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j]; } copymem(&vw[p_offsets[ai] + i * p_stride], data, 4 * 4); } } } break; case VS::ARRAY_BONES: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY && p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const int *src = read.ptr(); if (!(p_format & ARRAY_FLAG_USE_16_BIT_BONES)) { for (int i = 0; i < p_vertex_array_len; i++) { uint8_t data[VS::ARRAY_WEIGHTS_SIZE]; for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j], 0, 255); max_bone = MAX(data[j], max_bone); } copymem(&vw[p_offsets[ai] + i * p_stride], data, 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t data[VS::ARRAY_WEIGHTS_SIZE]; for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j]; max_bone = MAX(data[j], max_bone); } copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4); } } } break; case VS::ARRAY_INDEX: { ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA); ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY, ERR_INVALID_PARAMETER); PoolVector indices = p_arrays[ai]; ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER); ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER); /* determine wether using 16 or 32 bits indices */ PoolVector::Read read = indices.read(); const int *src = read.ptr(); for (int i = 0; i < p_index_array_len; i++) { if (p_vertex_array_len < (1 << 16)) { uint16_t v = src[i]; copymem(&iw[i * 2], &v, 2); } else { uint32_t v = src[i]; copymem(&iw[i * 4], &v, 4); } } } break; default: { ERR_FAIL_V(ERR_INVALID_DATA); } } } if (p_format & VS::ARRAY_FORMAT_BONES) { //create AABBs for each detected bone int total_bones = max_bone + 1; bool first = r_bone_aabb.size() == 0; r_bone_aabb.resize(total_bones); if (first) { for (int i = 0; i < total_bones; i++) { r_bone_aabb[i].size == Vector3(-1, -1, -1); //negative means unused } } PoolVector vertices = p_arrays[VS::ARRAY_VERTEX]; PoolVector bones = p_arrays[VS::ARRAY_BONES]; PoolVector weights = p_arrays[VS::ARRAY_WEIGHTS]; bool any_valid = false; if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) { int vs = vertices.size(); PoolVector::Read rv = vertices.read(); PoolVector::Read rb = bones.read(); PoolVector::Read rw = weights.read(); Rect3 *bptr = r_bone_aabb.ptr(); for (int i = 0; i < vs; i++) { Vector3 v = rv[i]; for (int j = 0; j < 4; j++) { int idx = rb[i * 4 + j]; float w = rw[i * 4 + j]; if (w == 0) continue; //break; ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA); if (bptr->size.x < 0) { //first bptr[idx] = Rect3(); bptr[idx].position = v; any_valid = true; } else { bptr[idx].expand_to(v); } } } } if (!any_valid && first) { r_bone_aabb.clear(); } } return OK; } void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_compress_format) { ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX); ERR_FAIL_COND(p_arrays.size() != VS::ARRAY_MAX); uint32_t format = 0; // validation int index_array_len = 0; int array_len = 0; for (int i = 0; i < p_arrays.size(); i++) { if (p_arrays[i].get_type() == Variant::NIL) continue; format |= (1 << i); if (i == VS::ARRAY_VERTEX) { Variant var = p_arrays[i]; switch (var.get_type()) { case Variant::POOL_VECTOR2_ARRAY: { PoolVector v2 = var; array_len = v2.size(); } break; case Variant::POOL_VECTOR3_ARRAY: { PoolVector v3 = var; array_len = v3.size(); } break; default: { Array v = var; array_len = v.size(); } break; } array_len = PoolVector3Array(p_arrays[i]).size(); ERR_FAIL_COND(array_len == 0); } else if (i == VS::ARRAY_INDEX) { index_array_len = PoolIntArray(p_arrays[i]).size(); } } ERR_FAIL_COND((format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory if (p_blend_shapes.size()) { //validate format for morphs for (int i = 0; i < p_blend_shapes.size(); i++) { uint32_t bsformat = 0; Array arr = p_blend_shapes[i]; for (int j = 0; j < arr.size(); j++) { if (arr[j].get_type() != Variant::NIL) bsformat |= (1 << j); } ERR_FAIL_COND((bsformat) != (format & (VS::ARRAY_FORMAT_INDEX - 1))); } } uint32_t offsets[VS::ARRAY_MAX]; int total_elem_size = 0; for (int i = 0; i < VS::ARRAY_MAX; i++) { offsets[i] = 0; //reset if (!(format & (1 << i))) // no array continue; int elem_size = 0; switch (i) { case VS::ARRAY_VERTEX: { Variant arr = p_arrays[0]; if (arr.get_type() == Variant::POOL_VECTOR2_ARRAY) { elem_size = 2; p_compress_format |= ARRAY_FLAG_USE_2D_VERTICES; } else if (arr.get_type() == Variant::POOL_VECTOR3_ARRAY) { p_compress_format &= ~ARRAY_FLAG_USE_2D_VERTICES; elem_size = 3; } else { elem_size = (p_compress_format & ARRAY_FLAG_USE_2D_VERTICES) ? 2 : 3; } if (p_compress_format & ARRAY_COMPRESS_VERTEX) { elem_size *= sizeof(int16_t); } else { elem_size *= sizeof(float); } if (elem_size == 6) { //had to pad elem_size = 8; } } break; case VS::ARRAY_NORMAL: { if (p_compress_format & ARRAY_COMPRESS_NORMAL) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 3; } } break; case VS::ARRAY_TANGENT: { if (p_compress_format & ARRAY_COMPRESS_TANGENT) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_COLOR: { if (p_compress_format & ARRAY_COMPRESS_COLOR) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_TEX_UV: { if (p_compress_format & ARRAY_COMPRESS_TEX_UV) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 2; } } break; case VS::ARRAY_TEX_UV2: { if (p_compress_format & ARRAY_COMPRESS_TEX_UV2) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 2; } } break; case VS::ARRAY_WEIGHTS: { if (p_compress_format & ARRAY_COMPRESS_WEIGHTS) { elem_size = sizeof(uint16_t) * 4; } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_BONES: { PoolVector bones = p_arrays[VS::ARRAY_BONES]; int max_bone = 0; { int bc = bones.size(); PoolVector::Read r = bones.read(); for (int j = 0; j < bc; j++) { max_bone = MAX(r[j], max_bone); } } if (max_bone > 255) { p_compress_format |= ARRAY_FLAG_USE_16_BIT_BONES; elem_size = sizeof(uint16_t) * 4; } else { p_compress_format &= ~ARRAY_FLAG_USE_16_BIT_BONES; elem_size = sizeof(uint32_t); } } break; case VS::ARRAY_INDEX: { if (index_array_len <= 0) { ERR_PRINT("index_array_len==NO_INDEX_ARRAY"); break; } /* determine wether using 16 or 32 bits indices */ if (array_len >= (1 << 16)) { elem_size = 4; } else { elem_size = 2; } offsets[i] = elem_size; continue; } break; default: { ERR_FAIL(); } } offsets[i] = total_elem_size; total_elem_size += elem_size; } uint32_t mask = (1 << ARRAY_MAX) - 1; format |= (~mask) & p_compress_format; //make the full format int array_size = total_elem_size * array_len; PoolVector vertex_array; vertex_array.resize(array_size); int index_array_size = offsets[VS::ARRAY_INDEX] * index_array_len; PoolVector index_array; index_array.resize(index_array_size); Rect3 aabb; Vector bone_aabb; Error err = _surface_set_data(p_arrays, format, offsets, total_elem_size, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb); if (err) { ERR_EXPLAIN("Invalid array format for surface"); ERR_FAIL_COND(err != OK); } Vector > blend_shape_data; for (int i = 0; i < p_blend_shapes.size(); i++) { PoolVector vertex_array_shape; vertex_array_shape.resize(array_size); PoolVector noindex; Rect3 laabb; Error err = _surface_set_data(p_blend_shapes[i], format & ~ARRAY_FORMAT_INDEX, offsets, total_elem_size, vertex_array_shape, array_len, noindex, 0, laabb, bone_aabb); aabb.merge_with(laabb); if (err) { ERR_EXPLAIN("Invalid blend shape array format for surface"); ERR_FAIL_COND(err != OK); } blend_shape_data.push_back(vertex_array_shape); } mesh_add_surface(p_mesh, format, p_primitive, vertex_array, array_len, index_array, index_array_len, aabb, blend_shape_data, bone_aabb); } Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector p_vertex_data, int p_vertex_len, PoolVector p_index_data, int p_index_len) const { uint32_t offsets[ARRAY_MAX]; int total_elem_size = 0; for (int i = 0; i < VS::ARRAY_MAX; i++) { offsets[i] = 0; //reset if (!(p_format & (1 << i))) // no array continue; int elem_size = 0; switch (i) { case VS::ARRAY_VERTEX: { if (p_format & ARRAY_FLAG_USE_2D_VERTICES) { elem_size = 2; } else { elem_size = 3; } if (p_format & ARRAY_COMPRESS_VERTEX) { elem_size *= sizeof(int16_t); } else { elem_size *= sizeof(float); } if (elem_size == 6) { elem_size = 8; } } break; case VS::ARRAY_NORMAL: { if (p_format & ARRAY_COMPRESS_NORMAL) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 3; } } break; case VS::ARRAY_TANGENT: { if (p_format & ARRAY_COMPRESS_TANGENT) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_COLOR: { if (p_format & ARRAY_COMPRESS_COLOR) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_TEX_UV: { if (p_format & ARRAY_COMPRESS_TEX_UV) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 2; } } break; case VS::ARRAY_TEX_UV2: { if (p_format & ARRAY_COMPRESS_TEX_UV2) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 2; } } break; case VS::ARRAY_WEIGHTS: { if (p_format & ARRAY_COMPRESS_WEIGHTS) { elem_size = sizeof(uint16_t) * 4; } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_BONES: { if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) { elem_size = sizeof(uint16_t) * 4; } else { elem_size = sizeof(uint32_t); } } break; case VS::ARRAY_INDEX: { if (p_index_len <= 0) { ERR_PRINT("index_array_len==NO_INDEX_ARRAY"); break; } /* determine wether using 16 or 32 bits indices */ if (p_vertex_len >= (1 << 16)) { elem_size = 4; } else { elem_size = 2; } offsets[i] = elem_size; continue; } break; default: { ERR_FAIL_V(Array()); } } offsets[i] = total_elem_size; total_elem_size += elem_size; } Array ret; ret.resize(VS::ARRAY_MAX); PoolVector::Read r = p_vertex_data.read(); for (int i = 0; i < VS::ARRAY_MAX; i++) { if (!(p_format & (1 << i))) continue; switch (i) { case VS::ARRAY_VERTEX: { if (p_format & ARRAY_FLAG_USE_2D_VERTICES) { PoolVector arr_2d; arr_2d.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_VERTEX) { PoolVector::Write w = arr_2d.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1])); } } else { PoolVector::Write w = arr_2d.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } } ret[i] = arr_2d; } else { PoolVector arr_3d; arr_3d.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_VERTEX) { PoolVector::Write w = arr_3d.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector3(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]), Math::halfptr_to_float(&v[2])); } } else { PoolVector::Write w = arr_3d.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector3(v[0], v[1], v[2]); } } ret[i] = arr_3d; } } break; case VS::ARRAY_NORMAL: { PoolVector arr; arr.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_NORMAL) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector3(float(v[0] / 255.0) * 2.0 - 1.0, float(v[1] / 255.0) * 2.0 - 1.0, float(v[2] / 255.0) * 2.0 - 1.0); } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector3(v[0], v[1], v[2]); } } ret[i] = arr; } break; case VS::ARRAY_TANGENT: { PoolVector arr; arr.resize(p_vertex_len * 4); if (p_format & ARRAY_COMPRESS_TANGENT) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = float(v[k] / 255.0) * 2.0 - 1.0; } } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = v[k]; } } } ret[i] = arr; } break; case VS::ARRAY_COLOR: { PoolVector arr; arr.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_COLOR) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Color(float(v[0] / 255.0) * 2.0 - 1.0, float(v[1] / 255.0) * 2.0 - 1.0, float(v[2] / 255.0) * 2.0 - 1.0, float(v[3] / 255.0) * 2.0 - 1.0); } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Color(v[0], v[1], v[2], v[3]); } } ret[i] = arr; } break; case VS::ARRAY_TEX_UV: { PoolVector arr; arr.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_TEX_UV) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1])); } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } } ret[i] = arr; } break; case VS::ARRAY_TEX_UV2: { PoolVector arr; arr.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_TEX_UV2) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1])); } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } } ret[i] = arr; } break; case VS::ARRAY_WEIGHTS: { PoolVector arr; arr.resize(p_vertex_len * 4); if (p_format & ARRAY_COMPRESS_WEIGHTS) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = float(v[k] / 65535.0) * 2.0 - 1.0; } } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = v[k]; } } } ret[i] = arr; } break; case VS::ARRAY_BONES: { PoolVector arr; arr.resize(p_vertex_len * 4); if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = v[k]; } } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = v[k]; } } } ret[i] = arr; } break; case VS::ARRAY_INDEX: { /* determine wether using 16 or 32 bits indices */ PoolVector::Read ir = p_index_data.read(); PoolVector arr; arr.resize(p_index_len); if (p_vertex_len < (1 << 16)) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_index_len; j++) { const uint16_t *v = (const uint16_t *)&ir[j * 2]; w[j] = *v; } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_index_len; j++) { const int *v = (const int *)&ir[j * 4]; w[j] = *v; } } ret[i] = arr; } break; default: { ERR_FAIL_V(ret); } } } return ret; } Array VisualServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const { PoolVector vertex_data = mesh_surface_get_array(p_mesh, p_surface); ERR_FAIL_COND_V(vertex_data.size() == 0, Array()); int vertex_len = mesh_surface_get_array_len(p_mesh, p_surface); PoolVector index_data = mesh_surface_get_index_array(p_mesh, p_surface); int index_len = mesh_surface_get_array_index_len(p_mesh, p_surface); uint32_t format = mesh_surface_get_format(p_mesh, p_surface); return _get_array_from_surface(format, vertex_data, vertex_len, index_data, index_len); } void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create); ClassDB::bind_method(D_METHOD("texture_create_from_image"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT)); //ClassDB::bind_method(D_METHOD("texture_allocate"),&VisualServer::texture_allocate,DEFVAL( TEXTURE_FLAGS_DEFAULT ) ); //ClassDB::bind_method(D_METHOD("texture_set_data"),&VisualServer::texture_blit_rect,DEFVAL( CUBEMAP_LEFT ) ); //ClassDB::bind_method(D_METHOD("texture_get_rect"),&VisualServer::texture_get_rect ); ClassDB::bind_method(D_METHOD("texture_set_flags"), &VisualServer::texture_set_flags); ClassDB::bind_method(D_METHOD("texture_get_flags"), &VisualServer::texture_get_flags); ClassDB::bind_method(D_METHOD("texture_get_width"), &VisualServer::texture_get_width); ClassDB::bind_method(D_METHOD("texture_get_height"), &VisualServer::texture_get_height); ClassDB::bind_method(D_METHOD("texture_set_shrink_all_x2_on_set_data", "shrink"), &VisualServer::texture_set_shrink_all_x2_on_set_data); } void VisualServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector &p_margins, const Color &p_modulate) { ERR_FAIL_COND(p_margins.size() != 4); //canvas_item_add_style_box(p_item,p_rect,p_source,p_texture,Vector2(p_margins[0],p_margins[1]),Vector2(p_margins[2],p_margins[3]),true,p_modulate); } void VisualServer::_camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) { camera_set_orthogonal(p_camera, p_size, p_z_near, p_z_far); } void VisualServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data) { #if 1 PoolVector vertices; PoolVector normals; for (int i = 0; i < p_mesh_data.faces.size(); i++) { const Geometry::MeshData::Face &f = p_mesh_data.faces[i]; for (int j = 2; j < f.indices.size(); j++) { #define _ADD_VERTEX(m_idx) \ vertices.push_back(p_mesh_data.vertices[f.indices[m_idx]]); \ normals.push_back(f.plane.normal); _ADD_VERTEX(0); _ADD_VERTEX(j - 1); _ADD_VERTEX(j); } } Array d; d.resize(VS::ARRAY_MAX); d[ARRAY_VERTEX] = vertices; d[ARRAY_NORMAL] = normals; mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d); #else PoolVector vertices; for (int i = 0; i < p_mesh_data.edges.size(); i++) { const Geometry::MeshData::Edge &f = p_mesh_data.edges[i]; vertices.push_back(p_mesh_data.vertices[f.a]); vertices.push_back(p_mesh_data.vertices[f.b]); } Array d; d.resize(VS::ARRAY_MAX); d[ARRAY_VERTEX] = vertices; mesh_add_surface(p_mesh, PRIMITIVE_LINES, d); #endif } void VisualServer::mesh_add_surface_from_planes(RID p_mesh, const PoolVector &p_planes) { Geometry::MeshData mdata = Geometry::build_convex_mesh(p_planes); mesh_add_surface_from_mesh_data(p_mesh, mdata); } void VisualServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) { immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0)); } RID VisualServer::instance_create2(RID p_base, RID p_scenario) { RID instance = instance_create(); instance_set_base(instance, p_base); instance_set_scenario(instance, p_scenario); return instance; } VisualServer::VisualServer() { //ERR_FAIL_COND(singleton); singleton = this; } VisualServer::~VisualServer() { singleton = NULL; }