6f0b4678e2
-=-=-=-=-=-=-=-=-=-= -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.
191 lines
3.4 KiB
C++
191 lines
3.4 KiB
C++
#ifndef SPRITE_3D_H
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#define SPRITE_3D_H
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#include "scene/3d/visual_instance.h"
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#include "scene/2d/animated_sprite.h"
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class SpriteBase3D : public VisualInstance {
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OBJ_TYPE(SpriteBase3D,VisualInstance);
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public:
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enum DrawFlags {
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FLAG_TRANSPARENT,
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FLAG_SHADED,
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FLAG_MAX
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};
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enum AlphaCutMode {
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ALPHA_CUT_DISABLED,
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ALPHA_CUT_DISCARD,
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ALPHA_CUT_OPAQUE_PREPASS
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};
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private:
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bool color_dirty;
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Color color_accum;
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SpriteBase3D *parent_sprite;
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List<SpriteBase3D*> children;
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List<SpriteBase3D*>::Element *pI;
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bool centered;
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Point2 offset;
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bool hflip;
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bool vflip;
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Color modulate;
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float opacity;
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Vector3::Axis axis;
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float pixel_size;
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AABB aabb;
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RID immediate;
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bool flags[FLAG_MAX];
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AlphaCutMode alpha_cut;
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bool pending_update;
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void _im_update();
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void _propagate_color_changed();
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protected:
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Color _get_color_accum();
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void _notification(int p_what);
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static void _bind_methods();
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virtual void _draw()=0;
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_FORCE_INLINE_ void set_aabb(const AABB& p_aabb) { aabb=p_aabb; }
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_FORCE_INLINE_ RID& get_immediate() { return immediate; }
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void _queue_update();
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public:
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void set_centered(bool p_center);
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bool is_centered() const;
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void set_offset(const Point2& p_offset);
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Point2 get_offset() const;
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void set_flip_h(bool p_flip);
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bool is_flipped_h() const;
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void set_flip_v(bool p_flip);
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bool is_flipped_v() const;
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void set_region(bool p_region);
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bool is_region() const;
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void set_region_rect(const Rect2& p_region_rect);
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Rect2 get_region_rect() const;
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void set_modulate(const Color& p_color);
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Color get_modulate() const;
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void set_opacity(float p_amount);
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float get_opacity() const;
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void set_pixel_size(float p_amount);
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float get_pixel_size() const;
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void set_axis(Vector3::Axis p_amount);
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Vector3::Axis get_axis() const;
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void set_draw_flag(DrawFlags p_flag,bool p_enable);
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bool get_draw_flag(DrawFlags p_flag) const;
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void set_alpha_cut_mode(AlphaCutMode p_mode);
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AlphaCutMode get_alpha_cut_mode() const;
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virtual Rect2 get_item_rect() const=0;
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virtual AABB get_aabb() const;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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SpriteBase3D();
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~SpriteBase3D();
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};
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class Sprite3D : public SpriteBase3D {
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OBJ_TYPE(Sprite3D,SpriteBase3D);
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Ref<Texture> texture;
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bool region;
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Rect2 region_rect;
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int frame;
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int vframes;
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int hframes;
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protected:
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virtual void _draw();
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static void _bind_methods();
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public:
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void set_texture(const Ref<Texture>& p_texture);
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Ref<Texture> get_texture() const;
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void set_region(bool p_region);
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bool is_region() const;
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void set_region_rect(const Rect2& p_region_rect);
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Rect2 get_region_rect() const;
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void set_frame(int p_frame);
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int get_frame() const;
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void set_vframes(int p_amount);
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int get_vframes() const;
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void set_hframes(int p_amount);
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int get_hframes() const;
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virtual Rect2 get_item_rect() const;
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Sprite3D();
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// ~Sprite3D();
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};
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class AnimatedSprite3D : public SpriteBase3D {
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OBJ_TYPE(AnimatedSprite3D,SpriteBase3D);
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Ref<SpriteFrames> frames;
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int frame;
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protected:
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virtual void _draw();
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static void _bind_methods();
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public:
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void set_sprite_frames(const Ref<SpriteFrames>& p_sprite_frames);
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Ref<SpriteFrames> get_sprite_frames() const;
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void set_frame(int p_frame);
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int get_frame() const;
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virtual Rect2 get_item_rect() const;
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AnimatedSprite3D();
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// ~AnimatedSprite3D();
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};
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VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags);
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VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode);
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#endif // SPRITE_3D_H
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