c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
136 lines
5.1 KiB
C++
136 lines
5.1 KiB
C++
/*************************************************************************/
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/* surface_tool.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 SURFACE_TOOL_H
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#define SURFACE_TOOL_H
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#include "scene/resources/mesh.h"
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#include "mikktspace.h"
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class SurfaceTool : public Reference {
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OBJ_TYPE(SurfaceTool, Reference );
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public:
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struct Vertex {
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Vector3 vertex;
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Color color;
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Vector3 normal; // normal, binormal, tangent
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Vector3 binormal;
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Vector3 tangent;
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Vector2 uv;
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Vector2 uv2;
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Vector<int> bones;
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Vector<float> weights;
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bool operator==(const Vertex& p_vertex) const;
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Vertex() { }
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};
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private:
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struct VertexHasher {
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static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
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};
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bool begun;
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bool first;
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Mesh::PrimitiveType primitive;
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int format;
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Ref<Material> material;
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//arrays
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List< Vertex > vertex_array;
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List< int > index_array;
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Map<int,bool> smooth_groups;
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//memory
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Color last_color;
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Vector3 last_normal;
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Vector2 last_uv;
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Vector2 last_uv2;
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Vector<int> last_bones;
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Vector<float> last_weights;
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Plane last_tangent;
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void _create_list(const Ref<Mesh>& p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index,int &lformat);
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//mikktspace callbacks
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static int mikktGetNumFaces(const SMikkTSpaceContext * pContext);
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static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext * pContext, const int iFace);
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static void mikktGetPosition(const SMikkTSpaceContext * pContext, float fvPosOut[], const int iFace, const int iVert);
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static void mikktGetNormal(const SMikkTSpaceContext * pContext, float fvNormOut[], const int iFace, const int iVert);
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static void mikktGetTexCoord(const SMikkTSpaceContext * pContext, float fvTexcOut[], const int iFace, const int iVert);
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static void mikktSetTSpaceBasic(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert);
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protected:
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static void _bind_methods();
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public:
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void begin(Mesh::PrimitiveType p_primitive);
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void add_vertex( const Vector3& p_vertex);
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void add_color( Color p_color );
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void add_normal( const Vector3& p_normal);
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void add_tangent( const Plane& p_tangent );
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void add_uv( const Vector2& p_uv);
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void add_uv2( const Vector2& p_uv);
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void add_bones( const Vector<int>& p_indices);
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void add_weights( const Vector<float>& p_weights);
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void add_smooth_group(bool p_smooth);
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void add_triangle_fan( const Vector<Vector3>& p_vertexes, const Vector<Vector2>& p_uvs=Vector<Vector2>(), const Vector<Color>& p_colors=Vector<Color>(), const Vector<Vector2>& p_uv2s=Vector<Vector2>(), const Vector<Vector3>& p_normals=Vector<Vector3>(), const Vector<Plane>& p_tangents=Vector<Plane>() );
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void add_index( int p_index);
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void index();
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void deindex();
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void generate_normals();
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void generate_tangents();
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void add_to_format(int p_flags) { format|=p_flags; }
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void set_material(const Ref<Material>& p_material);
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void clear();
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List< Vertex > &get_vertex_array() { return vertex_array; }
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void create_from(const Ref<Mesh>& p_existing, int p_surface);
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void append_from(const Ref<Mesh>& p_existing, int p_surface,const Transform& p_xform);
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Ref<Mesh> commit(const Ref<Mesh>& p_existing=Ref<Mesh>());
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SurfaceTool();
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};
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#endif
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