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

191 lines
3.4 KiB
C++

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