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/*************************************************************************/
/*  immediate_geometry.h                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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 IMMEDIATE_GEOMETRY_H
#define IMMEDIATE_GEOMETRY_H

#include "scene/3d/visual_instance.h"
#include "scene/resources/mesh.h"

class ImmediateGeometry : public GeometryInstance {

	GDCLASS(ImmediateGeometry, GeometryInstance);

	RID im;
	//a list of textures drawn need to be kept, to avoid references
	// in VisualServer from becoming invalid if the texture is no longer used
	List<Ref<Texture2D> > cached_textures;
	bool empty;
	AABB aabb;

protected:
	static void _bind_methods();

public:
	void begin(Mesh::PrimitiveType p_primitive, const Ref<Texture2D> &p_texture = Ref<Texture2D>());
	void set_normal(const Vector3 &p_normal);
	void set_tangent(const Plane &p_tangent);
	void set_color(const Color &p_color);
	void set_uv(const Vector2 &p_uv);
	void set_uv2(const Vector2 &p_uv2);

	void add_vertex(const Vector3 &p_vertex);

	void end();
	void clear();

	void add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv = true);

	virtual AABB get_aabb() const;
	virtual PoolVector<Face3> get_faces(uint32_t p_usage_flags) const;

	ImmediateGeometry();
	~ImmediateGeometry();
};

#endif // IMMEDIATE_GEOMETRY_H