c7bc44d5ad
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!
185 lines
5.8 KiB
C++
185 lines
5.8 KiB
C++
/*************************************************************************/
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/* immediate_geometry.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "immediate_geometry.h"
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void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture) {
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VS::get_singleton()->immediate_begin(im,(VS::PrimitiveType)p_primitive,p_texture.is_valid()?p_texture->get_rid():RID());
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if (p_texture.is_valid())
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cached_textures.push_back(p_texture);
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}
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void ImmediateGeometry::set_normal(const Vector3& p_normal){
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VS::get_singleton()->immediate_normal(im,p_normal);
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}
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void ImmediateGeometry::set_tangent(const Plane& p_tangent){
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VS::get_singleton()->immediate_tangent(im,p_tangent);
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}
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void ImmediateGeometry::set_color(const Color& p_color){
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VS::get_singleton()->immediate_color(im,p_color);
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}
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void ImmediateGeometry::set_uv(const Vector2& p_uv){
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VS::get_singleton()->immediate_uv(im,p_uv);
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}
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void ImmediateGeometry::set_uv2(const Vector2& p_uv2){
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VS::get_singleton()->immediate_uv2(im,p_uv2);
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}
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void ImmediateGeometry::add_vertex(const Vector3& p_vertex){
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VS::get_singleton()->immediate_vertex(im,p_vertex);
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if (empty) {
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aabb.pos=p_vertex;
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aabb.size=Vector3();
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empty=false;
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} else {
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aabb.expand_to(p_vertex);
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}
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}
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void ImmediateGeometry::end(){
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VS::get_singleton()->immediate_end(im);
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}
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void ImmediateGeometry::clear(){
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VS::get_singleton()->immediate_clear(im);
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empty=true;
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cached_textures.clear();
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}
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AABB ImmediateGeometry::get_aabb() const {
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return aabb;
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}
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DVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
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return DVector<Face3>();
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}
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void ImmediateGeometry::add_sphere(int p_lats, int p_lons, float p_radius, bool p_add_uv) {
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for(int i = 1; i <= p_lats; i++) {
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double lat0 = Math_PI * (-0.5 + (double) (i - 1) / p_lats);
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double z0 = Math::sin(lat0);
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double zr0 = Math::cos(lat0);
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double lat1 = Math_PI * (-0.5 + (double) i / p_lats);
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double z1 = Math::sin(lat1);
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double zr1 = Math::cos(lat1);
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for(int j = p_lons; j >= 1; j--) {
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double lng0 = 2 * Math_PI * (double) (j - 1) / p_lons;
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double x0 = Math::cos(lng0);
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double y0 = Math::sin(lng0);
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double lng1 = 2 * Math_PI * (double) (j) / p_lons;
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double x1 = Math::cos(lng1);
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double y1 = Math::sin(lng1);
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Vector3 v[4]={
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Vector3(x1 * zr0, z0, y1 *zr0),
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Vector3(x1 * zr1, z1, y1 *zr1),
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Vector3(x0 * zr1, z1, y0 *zr1),
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Vector3(x0 * zr0, z0, y0 *zr0)
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};
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#define ADD_POINT(m_idx)\
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if (p_add_uv) {\
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set_uv(Vector2(Math::atan2(v[m_idx].x,v[m_idx].z)/Math_PI * 0.5+0.5,v[m_idx].y*0.5+0.5));\
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set_tangent(Plane(Vector3(-v[m_idx].z,v[m_idx].y,v[m_idx].x),1)); \
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}\
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set_normal(v[m_idx]);\
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add_vertex(v[m_idx]*p_radius);
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ADD_POINT(0);
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ADD_POINT(1);
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ADD_POINT(2);
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ADD_POINT(2);
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ADD_POINT(3);
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ADD_POINT(0);
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}
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}
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}
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void ImmediateGeometry::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("begin","primitive","texture:Texture"),&ImmediateGeometry::begin,DEFVAL(Ref<Texture>()));
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ObjectTypeDB::bind_method(_MD("set_normal","normal"),&ImmediateGeometry::set_normal);
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ObjectTypeDB::bind_method(_MD("set_tangent","tangent"),&ImmediateGeometry::set_tangent);
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ObjectTypeDB::bind_method(_MD("set_color","color"),&ImmediateGeometry::set_color);
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ObjectTypeDB::bind_method(_MD("set_uv","uv"),&ImmediateGeometry::set_uv);
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ObjectTypeDB::bind_method(_MD("set_uv2","uv"),&ImmediateGeometry::set_uv2);
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ObjectTypeDB::bind_method(_MD("add_vertex","pos"),&ImmediateGeometry::add_vertex);
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ObjectTypeDB::bind_method(_MD("add_sphere","lats","lons","radius","add_uv"),&ImmediateGeometry::add_sphere,DEFVAL(true));
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ObjectTypeDB::bind_method(_MD("end"),&ImmediateGeometry::end);
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ObjectTypeDB::bind_method(_MD("clear"),&ImmediateGeometry::clear);
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}
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ImmediateGeometry::ImmediateGeometry() {
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im = VisualServer::get_singleton()->immediate_create();
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set_base(im);
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empty=true;
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}
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ImmediateGeometry::~ImmediateGeometry() {
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VisualServer::get_singleton()->free(im);
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}
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