virtualx-engine/scene/3d/sprite_3d.cpp
Juan Linietsky 6f0b4678e2 More 3D Improvements
-=-=-=-=-=-=-=-=-=-=

-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00

772 lines
18 KiB
C++

#include "sprite_3d.h"
#include "scene/scene_string_names.h"
#include "core_string_names.h"
Color SpriteBase3D::_get_color_accum() {
if (!color_dirty)
return color_accum;
if (parent_sprite)
color_accum=parent_sprite->_get_color_accum();
else
color_accum=Color(1,1,1,1);
color_accum.r*=modulate.r;
color_accum.g*=modulate.g;
color_accum.b*=modulate.b;
color_accum.a*=modulate.a;
color_dirty=false;
return color_accum;
}
void SpriteBase3D::_propagate_color_changed() {
if (color_dirty)
return;
color_dirty=true;
_queue_update();
for (List<SpriteBase3D*>::Element *E=children.front();E;E=E->next()) {
E->get()->_propagate_color_changed();
}
}
void SpriteBase3D::_notification(int p_what) {
if (p_what==NOTIFICATION_ENTER_SCENE) {
if (!pending_update)
_im_update();
Node *parent=get_parent();
if (parent) {
parent_sprite=parent->cast_to<SpriteBase3D>();
if (parent_sprite) {
pI=parent_sprite->children.push_back(this);
}
}
}
if (p_what==NOTIFICATION_EXIT_SCENE) {
if (parent_sprite) {
parent_sprite->children.erase(pI);
pI=NULL;
parent_sprite=NULL;
}
}
}
void SpriteBase3D::set_centered(bool p_center) {
centered=p_center;
_queue_update();
}
bool SpriteBase3D::is_centered() const {
return centered;
}
void SpriteBase3D::set_offset(const Point2& p_offset) {
offset=p_offset;
_queue_update();
}
Point2 SpriteBase3D::get_offset() const {
return offset;
}
void SpriteBase3D::set_flip_h(bool p_flip) {
hflip=p_flip;
_queue_update();
}
bool SpriteBase3D::is_flipped_h() const {
return hflip;
}
void SpriteBase3D::set_flip_v(bool p_flip) {
vflip=p_flip;
_queue_update();
}
bool SpriteBase3D::is_flipped_v() const {
return vflip;
}
void SpriteBase3D::set_modulate(const Color& p_color) {
modulate=p_color;
_propagate_color_changed();
_queue_update();
}
Color SpriteBase3D::get_modulate() const{
return modulate;
}
void SpriteBase3D::set_pixel_size(float p_amount) {
pixel_size=p_amount;
_queue_update();
}
float SpriteBase3D::get_pixel_size() const {
return pixel_size;
}
void SpriteBase3D::set_opacity(float p_amount) {
opacity=p_amount;
_queue_update();
}
float SpriteBase3D::get_opacity() const {
return opacity;
}
void SpriteBase3D::set_axis(Vector3::Axis p_axis) {
axis=p_axis;
_queue_update();
}
Vector3::Axis SpriteBase3D::get_axis() const {
return axis;
}
void SpriteBase3D::_im_update() {
_draw();
pending_update=false;
//texture->draw_rect_region(ci,dst_rect,src_rect,modulate);
}
void SpriteBase3D::_queue_update(){
if (pending_update)
return;
pending_update=true;
call_deferred(SceneStringNames::get_singleton()->_im_update);
}
AABB SpriteBase3D::get_aabb() const {
return aabb;
}
DVector<Face3> SpriteBase3D::get_faces(uint32_t p_usage_flags) const {
return DVector<Face3>();
}
void SpriteBase3D::set_draw_flag(DrawFlags p_flag,bool p_enable) {
ERR_FAIL_INDEX(p_flag,FLAG_MAX);
flags[p_flag]=p_enable;
_queue_update();
}
bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const{
ERR_FAIL_INDEX_V(p_flag,FLAG_MAX,false);
return flags[p_flag];
}
void SpriteBase3D::set_alpha_cut_mode(AlphaCutMode p_mode){
ERR_FAIL_INDEX(p_mode,3);
alpha_cut=p_mode;
_queue_update();
}
SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const{
return alpha_cut;
}
void SpriteBase3D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_centered","centered"),&SpriteBase3D::set_centered);
ObjectTypeDB::bind_method(_MD("is_centered"),&SpriteBase3D::is_centered);
ObjectTypeDB::bind_method(_MD("set_offset","offset"),&SpriteBase3D::set_offset);
ObjectTypeDB::bind_method(_MD("get_offset"),&SpriteBase3D::get_offset);
ObjectTypeDB::bind_method(_MD("set_flip_h","flip_h"),&SpriteBase3D::set_flip_h);
ObjectTypeDB::bind_method(_MD("is_flipped_h"),&SpriteBase3D::is_flipped_h);
ObjectTypeDB::bind_method(_MD("set_flip_v","flip_v"),&SpriteBase3D::set_flip_v);
ObjectTypeDB::bind_method(_MD("is_flipped_v"),&SpriteBase3D::is_flipped_v);
ObjectTypeDB::bind_method(_MD("set_modulate","modulate"),&SpriteBase3D::set_modulate);
ObjectTypeDB::bind_method(_MD("get_modulate"),&SpriteBase3D::get_modulate);
ObjectTypeDB::bind_method(_MD("set_opacity","opacity"),&SpriteBase3D::set_opacity);
ObjectTypeDB::bind_method(_MD("get_opacity"),&SpriteBase3D::get_opacity);
ObjectTypeDB::bind_method(_MD("set_pixel_size","pixel_size"),&SpriteBase3D::set_pixel_size);
ObjectTypeDB::bind_method(_MD("get_pixel_size"),&SpriteBase3D::get_pixel_size);
ObjectTypeDB::bind_method(_MD("set_axis","axis"),&SpriteBase3D::set_axis);
ObjectTypeDB::bind_method(_MD("get_axis"),&SpriteBase3D::get_axis);
ObjectTypeDB::bind_method(_MD("set_draw_flag","flag","enabled"),&SpriteBase3D::set_draw_flag);
ObjectTypeDB::bind_method(_MD("get_draw_flag","flag"),&SpriteBase3D::get_draw_flag);
ObjectTypeDB::bind_method(_MD("set_alpha_cut_mode","mode"),&SpriteBase3D::set_alpha_cut_mode);
ObjectTypeDB::bind_method(_MD("get_alpha_cut_mode"),&SpriteBase3D::get_alpha_cut_mode);
ObjectTypeDB::bind_method(_MD("get_item_rect"),&SpriteBase3D::get_item_rect);
ObjectTypeDB::bind_method(_MD("_queue_update"),&SpriteBase3D::_queue_update);
ObjectTypeDB::bind_method(_MD("_im_update"),&SpriteBase3D::_im_update);
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "centered"), _SCS("set_centered"),_SCS("is_centered"));
ADD_PROPERTY( PropertyInfo( Variant::VECTOR2, "offset"), _SCS("set_offset"),_SCS("get_offset"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_h"), _SCS("set_flip_h"),_SCS("is_flipped_h"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "flip_v"), _SCS("set_flip_v"),_SCS("is_flipped_v"));
ADD_PROPERTY( PropertyInfo( Variant::COLOR, "modulate"), _SCS("set_modulate"),_SCS("get_modulate"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "opacity",PROPERTY_HINT_RANGE,"0,1,0.01"), _SCS("set_opacity"),_SCS("get_opacity"));
ADD_PROPERTY( PropertyInfo( Variant::REAL, "pixel_size",PROPERTY_HINT_RANGE,"0.0001,128,0.0001"), _SCS("set_pixel_size"),_SCS("get_pixel_size"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "axis",PROPERTY_HINT_ENUM,"X-Axis,Y-Axis,Z-Axis"), _SCS("set_axis"),_SCS("get_axis"));
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "flags/transparent"), _SCS("set_draw_flag"),_SCS("get_draw_flag"),FLAG_TRANSPARENT);
ADD_PROPERTYI( PropertyInfo( Variant::BOOL, "flags/shaded"), _SCS("set_draw_flag"),_SCS("get_draw_flag"),FLAG_SHADED);
ADD_PROPERTY( PropertyInfo( Variant::INT, "flags/alpha_cut",PROPERTY_HINT_ENUM,"Disabled,Discard,Opaque Pre-Pass"), _SCS("set_alpha_cut_mode"),_SCS("get_alpha_cut_mode"));
BIND_CONSTANT( FLAG_TRANSPARENT );
BIND_CONSTANT( FLAG_SHADED );
BIND_CONSTANT( FLAG_MAX );
BIND_CONSTANT( ALPHA_CUT_DISABLED );
BIND_CONSTANT( ALPHA_CUT_DISCARD );
BIND_CONSTANT( ALPHA_CUT_OPAQUE_PREPASS );
}
SpriteBase3D::SpriteBase3D() {
color_dirty=true;
centered=true;
hflip=false;
vflip=false;
parent_sprite=NULL;
pI=NULL;
for(int i=0;i<4;i++)
flags[i]=i==FLAG_TRANSPARENT;
axis=Vector3::AXIS_Z;
pixel_size=0.01;
modulate=Color(1,1,1,1);
pending_update=false;
opacity=1.0;
immediate = VisualServer::get_singleton()->immediate_create();
set_base(immediate);
}
SpriteBase3D::~SpriteBase3D() {
VisualServer::get_singleton()->free(immediate);
}
///////////////////////////////////////////
void Sprite3D::_draw() {
RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
if (!texture.is_valid())
return; //no texuture no life
Vector2 tsize = texture->get_size();
if (tsize.x==0 || tsize.y==0)
return;
Size2i s;
Rect2i src_rect;
if (region) {
s=region_rect.size;
src_rect=region_rect;
} else {
s = texture->get_size();
s=s/Size2i(hframes,vframes);
src_rect.size=s;
src_rect.pos.x+=(frame%hframes)*s.x;
src_rect.pos.y+=(frame/hframes)*s.y;
}
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
Rect2i dst_rect(ofs,s);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
return;
if (final_rect.size.x==0 || final_rect.size.y==0)
return;
Color color=_get_color_accum();
color.a*=get_opacity();
float pixel_size=get_pixel_size();
Vector2 vertices[4]={
(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
(final_rect.pos+final_rect.size) * pixel_size,
(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
final_rect.pos * pixel_size,
};
Vector2 uvs[4]={
final_src_rect.pos / tsize,
(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
(final_src_rect.pos+final_src_rect.size) / tsize,
(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0],uvs[1]);
SWAP(uvs[2],uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0],uvs[3]);
SWAP(uvs[1],uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis]=1.0;
RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate,mat);
VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
AABB aabb;
for(int i=0;i<4;i++) {
VS::get_singleton()->immediate_normal(immediate,normal);
VS::get_singleton()->immediate_color(immediate,color);
VS::get_singleton()->immediate_uv(immediate,uvs[i]);
Vector3 vtx;
vtx[x_axis]=vertices[i][x_axis];
vtx[y_axis]=vertices[i][y_axis];
VS::get_singleton()->immediate_vertex(immediate,vtx);
if (i==0) {
aabb.pos=vtx;
aabb.size=Vector3();
} else {
aabb.expand_to(vtx);
}
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
}
void Sprite3D::set_texture(const Ref<Texture>& p_texture) {
if (p_texture==texture)
return;
if (texture.is_valid()) {
texture->disconnect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_queue_update);
}
texture=p_texture;
if (texture.is_valid()) {
texture->set_flags(texture->get_flags()); //remove repeat from texture, it looks bad in sprites
texture->connect(CoreStringNames::get_singleton()->changed,this,SceneStringNames::get_singleton()->_queue_update);
}
_queue_update();
}
Ref<Texture> Sprite3D::get_texture() const {
return texture;
}
void Sprite3D::set_region(bool p_region) {
if (p_region==region)
return;
region=p_region;
_queue_update();
}
bool Sprite3D::is_region() const{
return region;
}
void Sprite3D::set_region_rect(const Rect2& p_region_rect) {
bool changed=region_rect!=p_region_rect;
region_rect=p_region_rect;
if (region && changed) {
_queue_update();
}
}
Rect2 Sprite3D::get_region_rect() const {
return region_rect;
}
void Sprite3D::set_frame(int p_frame) {
ERR_FAIL_INDEX(p_frame,vframes*hframes);
if (frame != p_frame)
frame=p_frame;
}
int Sprite3D::get_frame() const {
return frame;
}
void Sprite3D::set_vframes(int p_amount) {
ERR_FAIL_COND(p_amount<1);
vframes=p_amount;
_queue_update();
_change_notify("frame");
}
int Sprite3D::get_vframes() const {
return vframes;
}
void Sprite3D::set_hframes(int p_amount) {
ERR_FAIL_COND(p_amount<1);
hframes=p_amount;
_queue_update();
_change_notify("frame");
}
int Sprite3D::get_hframes() const {
return hframes;
}
Rect2 Sprite3D::get_item_rect() const {
if (texture.is_null())
return Rect2(0,0,1,1);
//if (texture.is_null())
// return CanvasItem::get_item_rect();
Size2i s;
if (region) {
s=region_rect.size;
} else {
s = texture->get_size();
s=s/Point2(hframes,vframes);
}
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
if (s==Size2(0,0))
s=Size2(1,1);
return Rect2(ofs,s);
}
void Sprite3D::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_texture","texture:Texture"),&Sprite3D::set_texture);
ObjectTypeDB::bind_method(_MD("get_texture:Texture"),&Sprite3D::get_texture);
ObjectTypeDB::bind_method(_MD("set_region","enabled"),&Sprite3D::set_region);
ObjectTypeDB::bind_method(_MD("is_region"),&Sprite3D::is_region);
ObjectTypeDB::bind_method(_MD("set_region_rect","rect"),&Sprite3D::set_region_rect);
ObjectTypeDB::bind_method(_MD("get_region_rect"),&Sprite3D::get_region_rect);
ObjectTypeDB::bind_method(_MD("set_frame","frame"),&Sprite3D::set_frame);
ObjectTypeDB::bind_method(_MD("get_frame"),&Sprite3D::get_frame);
ObjectTypeDB::bind_method(_MD("set_vframes","vframes"),&Sprite3D::set_vframes);
ObjectTypeDB::bind_method(_MD("get_vframes"),&Sprite3D::get_vframes);
ObjectTypeDB::bind_method(_MD("set_hframes","hframes"),&Sprite3D::set_hframes);
ObjectTypeDB::bind_method(_MD("get_hframes"),&Sprite3D::get_hframes);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE,"Texture"), _SCS("set_texture"),_SCS("get_texture"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "vframes"), _SCS("set_vframes"),_SCS("get_vframes"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "hframes"), _SCS("set_hframes"),_SCS("get_hframes"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "frame"), _SCS("set_frame"),_SCS("get_frame"));
ADD_PROPERTY( PropertyInfo( Variant::BOOL, "region"), _SCS("set_region"),_SCS("is_region"));
ADD_PROPERTY( PropertyInfo( Variant::RECT2, "region_rect"), _SCS("set_region_rect"),_SCS("get_region_rect"));
}
Sprite3D::Sprite3D() {
region=false;
frame=0;
vframes=1;
hframes=1;
}
////////////////////////////////////////
void AnimatedSprite3D::_draw() {
RID immediate = get_immediate();
VS::get_singleton()->immediate_clear(immediate);
if (!frames.is_valid() || !frames->get_frame_count() || frame<0 || frame>=frames->get_frame_count()) {
return;
}
Ref<Texture> texture = frames->get_frame(frame);
if (!texture.is_valid())
return; //no texuture no life
Vector2 tsize = texture->get_size();
if (tsize.x==0 || tsize.y==0)
return;
Size2i s=tsize;
Rect2i src_rect;
src_rect.size=s;
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
Rect2i dst_rect(ofs,s);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect,src_rect,final_rect,final_src_rect))
return;
if (final_rect.size.x==0 || final_rect.size.y==0)
return;
Color color=_get_color_accum();
color.a*=get_opacity();
float pixel_size=get_pixel_size();
Vector2 vertices[4]={
(final_rect.pos+Vector2(0,final_rect.size.y)) * pixel_size,
(final_rect.pos+final_rect.size) * pixel_size,
(final_rect.pos+Vector2(final_rect.size.x,0)) * pixel_size,
final_rect.pos * pixel_size,
};
Vector2 uvs[4]={
final_src_rect.pos / tsize,
(final_src_rect.pos+Vector2(final_src_rect.size.x,0)) / tsize,
(final_src_rect.pos+final_src_rect.size) / tsize,
(final_src_rect.pos+Vector2(0,final_src_rect.size.y)) / tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0],uvs[1]);
SWAP(uvs[2],uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0],uvs[3]);
SWAP(uvs[1],uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis]=1.0;
RID mat = VS::get_singleton()->material_2d_get(get_draw_flag(FLAG_SHADED),get_draw_flag(FLAG_TRANSPARENT),get_alpha_cut_mode()==ALPHA_CUT_DISCARD,get_alpha_cut_mode()==ALPHA_CUT_OPAQUE_PREPASS);
VS::get_singleton()->immediate_set_material(immediate,mat);
VS::get_singleton()->immediate_begin(immediate,VS::PRIMITIVE_TRIANGLE_FAN,texture->get_rid());
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
AABB aabb;
for(int i=0;i<4;i++) {
VS::get_singleton()->immediate_normal(immediate,normal);
VS::get_singleton()->immediate_color(immediate,color);
VS::get_singleton()->immediate_uv(immediate,uvs[i]);
Vector3 vtx;
vtx[x_axis]=vertices[i][x_axis];
vtx[y_axis]=vertices[i][y_axis];
VS::get_singleton()->immediate_vertex(immediate,vtx);
if (i==0) {
aabb.pos=vtx;
aabb.size=Vector3();
} else {
aabb.expand_to(vtx);
}
}
set_aabb(aabb);
VS::get_singleton()->immediate_end(immediate);
}
void AnimatedSprite3D::_bind_methods(){
ObjectTypeDB::bind_method(_MD("set_sprite_frames","sprite_frames:SpriteFrames"),&AnimatedSprite3D::set_sprite_frames);
ObjectTypeDB::bind_method(_MD("get_sprite_frames:Texture"),&AnimatedSprite3D::get_sprite_frames);
ObjectTypeDB::bind_method(_MD("set_frame","frame"),&AnimatedSprite3D::set_frame);
ObjectTypeDB::bind_method(_MD("get_frame"),&AnimatedSprite3D::get_frame);
ADD_PROPERTY( PropertyInfo( Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE,"SpriteFrames"), _SCS("set_sprite_frames"),_SCS("get_sprite_frames"));
ADD_PROPERTY( PropertyInfo( Variant::INT, "frame"), _SCS("set_frame"),_SCS("get_frame"));
}
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames>& p_sprite_frames) {
if (frames==p_sprite_frames)
return;
if (frames.is_valid())
frames->disconnect("changed",this,"_queue_update");
frames=p_sprite_frames;
if (frames.is_valid())
frames->connect("changed",this,"_queue_update");
if (!frames.is_valid() || frame >=frames->get_frame_count()) {
frame=0;
}
_queue_update();
}
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const{
return frames;
}
void AnimatedSprite3D::set_frame(int p_frame){
if (frames.is_null())
return;
ERR_FAIL_INDEX(p_frame,frames->get_frame_count());
if (frame==p_frame)
return;
frame=p_frame;
_queue_update();
}
int AnimatedSprite3D::get_frame() const{
return frame;
}
Rect2 AnimatedSprite3D::get_item_rect() const {
if (!frames.is_valid() || !frames->get_frame_count() || frame<0 || frame>=frames->get_frame_count()) {
return Rect2(0,0,1,1);
}
Ref<Texture> t = frames->get_frame(frame);
if (t.is_null())
return Rect2(0,0,1,1);
Size2i s = t->get_size();
Point2i ofs=get_offset();
if (is_centered())
ofs-=s/2;
if (s==Size2(0,0))
s=Size2(1,1);
return Rect2(ofs,s);
}
AnimatedSprite3D::AnimatedSprite3D() {
frame=0;
}