/*************************************************************************/ /* decal.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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" 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<Texture2D> textures[TEXTURE_MAX]; real_t emission_energy = 1.0; real_t albedo_mix = 1.0; Color modulate = Color(1, 1, 1, 1); uint32_t cull_mask = (1 << 20) - 1; real_t normal_fade = 0.0; real_t upper_fade = 0.3; real_t lower_fade = 0.3; bool distance_fade_enabled = false; real_t distance_fade_begin = 40.0; real_t distance_fade_length = 10.0; protected: static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; public: virtual TypedArray<String> get_configuration_warnings() const override; void set_extents(const Vector3 &p_extents); Vector3 get_extents() const; void set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture); Ref<Texture2D> get_texture(DecalTexture p_type) const; void set_emission_energy(real_t p_energy); real_t get_emission_energy() const; void set_albedo_mix(real_t p_mix); real_t get_albedo_mix() const; void set_modulate(Color p_modulate); Color get_modulate() const; void set_upper_fade(real_t p_energy); real_t get_upper_fade() const; void set_lower_fade(real_t p_fade); real_t get_lower_fade() const; void set_normal_fade(real_t p_fade); real_t get_normal_fade() const; void set_enable_distance_fade(bool p_enable); bool is_distance_fade_enabled() const; void set_distance_fade_begin(real_t p_distance); real_t get_distance_fade_begin() const; void set_distance_fade_length(real_t p_length); real_t 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; Decal(); ~Decal(); }; VARIANT_ENUM_CAST(Decal::DecalTexture); #endif // DECAL_H