84d734da0e
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
102 lines
4.2 KiB
C++
102 lines
4.2 KiB
C++
/*************************************************************************/
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/* mesh_instance_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "mesh_instance_2d.h"
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void MeshInstance2D::_notification(int p_what) {
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if (p_what == NOTIFICATION_DRAW) {
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if (mesh.is_valid()) {
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draw_mesh(mesh, texture);
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}
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}
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}
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void MeshInstance2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_mesh", "mesh"), &MeshInstance2D::set_mesh);
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ClassDB::bind_method(D_METHOD("get_mesh"), &MeshInstance2D::get_mesh);
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &MeshInstance2D::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &MeshInstance2D::get_texture);
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ClassDB::bind_method(D_METHOD("set_normal_map", "normal_map"), &MeshInstance2D::set_normal_map);
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ClassDB::bind_method(D_METHOD("get_normal_map"), &MeshInstance2D::get_normal_map);
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ADD_SIGNAL(MethodInfo("texture_changed"));
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_normal_map", "get_normal_map");
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}
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void MeshInstance2D::set_mesh(const Ref<Mesh> &p_mesh) {
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mesh = p_mesh;
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update();
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}
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Ref<Mesh> MeshInstance2D::get_mesh() const {
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return mesh;
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}
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void MeshInstance2D::set_texture(const Ref<Texture2D> &p_texture) {
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if (p_texture == texture) {
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return;
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}
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texture = p_texture;
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update();
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emit_signal("texture_changed");
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_change_notify("texture");
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}
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void MeshInstance2D::set_normal_map(const Ref<Texture2D> &p_texture) {
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normal_map = p_texture;
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update();
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}
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Ref<Texture2D> MeshInstance2D::get_normal_map() const {
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return normal_map;
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}
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Ref<Texture2D> MeshInstance2D::get_texture() const {
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return texture;
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}
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#ifdef TOOLS_ENABLED
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Rect2 MeshInstance2D::_edit_get_rect() const {
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if (mesh.is_valid()) {
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AABB aabb = mesh->get_aabb();
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return Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
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}
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return Node2D::_edit_get_rect();
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}
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#endif
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MeshInstance2D::MeshInstance2D() {
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}
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