virtualx-engine/scene/resources/surface_tool.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
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!
2017-01-01 22:03:33 +01:00

136 lines
5.1 KiB
C++

/*************************************************************************/
/* surface_tool.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 SURFACE_TOOL_H
#define SURFACE_TOOL_H
#include "scene/resources/mesh.h"
#include "mikktspace.h"
class SurfaceTool : public Reference {
OBJ_TYPE(SurfaceTool, Reference );
public:
struct Vertex {
Vector3 vertex;
Color color;
Vector3 normal; // normal, binormal, tangent
Vector3 binormal;
Vector3 tangent;
Vector2 uv;
Vector2 uv2;
Vector<int> bones;
Vector<float> weights;
bool operator==(const Vertex& p_vertex) const;
Vertex() { }
};
private:
struct VertexHasher {
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
bool begun;
bool first;
Mesh::PrimitiveType primitive;
int format;
Ref<Material> material;
//arrays
List< Vertex > vertex_array;
List< int > index_array;
Map<int,bool> smooth_groups;
//memory
Color last_color;
Vector3 last_normal;
Vector2 last_uv;
Vector2 last_uv2;
Vector<int> last_bones;
Vector<float> last_weights;
Plane last_tangent;
void _create_list(const Ref<Mesh>& p_existing, int p_surface, List<Vertex> *r_vertex, List<int> *r_index,int &lformat);
//mikktspace callbacks
static int mikktGetNumFaces(const SMikkTSpaceContext * pContext);
static int mikktGetNumVerticesOfFace(const SMikkTSpaceContext * pContext, const int iFace);
static void mikktGetPosition(const SMikkTSpaceContext * pContext, float fvPosOut[], const int iFace, const int iVert);
static void mikktGetNormal(const SMikkTSpaceContext * pContext, float fvNormOut[], const int iFace, const int iVert);
static void mikktGetTexCoord(const SMikkTSpaceContext * pContext, float fvTexcOut[], const int iFace, const int iVert);
static void mikktSetTSpaceBasic(const SMikkTSpaceContext * pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert);
protected:
static void _bind_methods();
public:
void begin(Mesh::PrimitiveType p_primitive);
void add_vertex( const Vector3& p_vertex);
void add_color( Color p_color );
void add_normal( const Vector3& p_normal);
void add_tangent( const Plane& p_tangent );
void add_uv( const Vector2& p_uv);
void add_uv2( const Vector2& p_uv);
void add_bones( const Vector<int>& p_indices);
void add_weights( const Vector<float>& p_weights);
void add_smooth_group(bool p_smooth);
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>() );
void add_index( int p_index);
void index();
void deindex();
void generate_normals();
void generate_tangents();
void add_to_format(int p_flags) { format|=p_flags; }
void set_material(const Ref<Material>& p_material);
void clear();
List< Vertex > &get_vertex_array() { return vertex_array; }
void create_from(const Ref<Mesh>& p_existing, int p_surface);
void append_from(const Ref<Mesh>& p_existing, int p_surface,const Transform& p_xform);
Ref<Mesh> commit(const Ref<Mesh>& p_existing=Ref<Mesh>());
SurfaceTool();
};
#endif