Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
115 lines
4 KiB
C++
115 lines
4 KiB
C++
/*************************************************************************/
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/* decal.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef DECAL_H
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#define DECAL_H
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#include "scene/3d/visual_instance_3d.h"
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#include "scene/resources/texture.h"
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#include "servers/rendering_server.h"
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class Decal : public VisualInstance3D {
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GDCLASS(Decal, VisualInstance3D);
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public:
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enum DecalTexture {
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TEXTURE_ALBEDO,
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TEXTURE_NORMAL,
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TEXTURE_ORM,
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TEXTURE_EMISSION,
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TEXTURE_MAX
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};
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private:
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RID decal;
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Vector3 extents;
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Ref<Texture2D> textures[TEXTURE_MAX];
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float emission_energy;
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float albedo_mix;
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Color modulate;
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uint32_t cull_mask;
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float normal_fade;
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float upper_fade;
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float lower_fade;
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bool distance_fade_enabled;
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float distance_fade_begin;
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float distance_fade_length;
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protected:
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static void _bind_methods();
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public:
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture(DecalTexture p_type) const;
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void set_emission_energy(float p_energy);
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float get_emission_energy() const;
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void set_albedo_mix(float p_energy);
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float get_albedo_mix() const;
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void set_modulate(Color p_modulate);
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Color get_modulate() const;
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void set_upper_fade(float p_energy);
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float get_upper_fade() const;
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void set_lower_fade(float p_energy);
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float get_lower_fade() const;
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void set_normal_fade(float p_energy);
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float get_normal_fade() const;
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void set_enable_distance_fade(bool p_enable);
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bool is_distance_fade_enabled() const;
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void set_distance_fade_begin(float p_distance);
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float get_distance_fade_begin() const;
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void set_distance_fade_length(float p_length);
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float get_distance_fade_length() const;
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void set_cull_mask(uint32_t p_layers);
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uint32_t get_cull_mask() const;
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virtual AABB get_aabb() const;
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virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const;
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Decal();
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~Decal();
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};
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VARIANT_ENUM_CAST(Decal::DecalTexture);
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#endif // DECAL_H
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