d8223ffa75
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!
(cherry picked from commit c7bc44d5ad
)
285 lines
6.5 KiB
C++
285 lines
6.5 KiB
C++
/*************************************************************************/
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/* sprite_3d.h */
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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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#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 GeometryInstance {
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OBJ_TYPE(SpriteBase3D,GeometryInstance);
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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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virtual void _validate_property(PropertyInfo& property) const;
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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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#if 0
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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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StringName animation;
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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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#endif
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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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bool playing;
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StringName animation;
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int frame;
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bool centered;
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Point2 offset;
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float timeout;
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bool hflip;
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bool vflip;
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Color modulate;
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void _res_changed();
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void _reset_timeout();
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void _set_playing(bool p_playing);
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bool _is_playing() const;
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protected:
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virtual void _draw();
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static void _bind_methods();
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void _notification(int p_what);
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virtual void _validate_property(PropertyInfo& property) const;
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public:
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void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
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Ref<SpriteFrames> get_sprite_frames() const;
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void play(const StringName& p_animation=StringName());
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void stop();
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bool is_playing() const;
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void set_animation(const StringName& p_animation);
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StringName get_animation() 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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virtual String get_configuration_warning() const;
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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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