pandemonium_engine/scene/resources/mesh/immediate_mesh.h

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#ifndef IMMEDIATE_MESH_H
#define IMMEDIATE_MESH_H
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/*************************************************************************/
/* immediate_mesh.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "core/containers/vector.h"
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#include "scene/resources/mesh/mesh.h"
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class ImmediateMesh : public Mesh {
GDCLASS(ImmediateMesh, Mesh)
RID mesh;
bool uses_colors = false;
bool uses_normals = false;
bool uses_tangents = false;
bool uses_uvs = false;
bool uses_uv2s = false;
Color current_color;
Vector3 current_normal;
Plane current_tangent;
Vector2 current_uv;
Vector2 current_uv2;
Vector<Color> colors;
Vector<Vector3> normals;
Vector<Plane> tangents;
Vector<Vector2> uvs;
Vector<Vector2> uv2s;
Vector<Vector3> vertices;
struct Surface {
PrimitiveType primitive;
Ref<Material> material;
bool vertex_2d = false;
int array_len = 0;
uint32_t format = 0;
AABB aabb;
};
Vector<Surface> surfaces;
bool surface_active = false;
Surface active_surface_data;
PoolVector<uint8_t> surface_array_create_cache;
const Vector3 SMALL_VEC3 = Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON);
protected:
static void _bind_methods();
public:
void surface_begin(PrimitiveType p_primitive, const Ref<Material> &p_material = Ref<Material>());
void surface_set_color(const Color &p_color);
void surface_set_normal(const Vector3 &p_normal);
void surface_set_tangent(const Plane &p_tangent);
void surface_set_uv(const Vector2 &p_uv);
void surface_set_uv2(const Vector2 &p_uv2);
void surface_add_vertex(const Vector3 &p_vertex);
void surface_add_vertex_2d(const Vector2 &p_vertex);
void surface_end();
void clear_surfaces();
virtual int get_surface_count() const;
virtual int surface_get_array_len(int p_idx) const;
virtual int surface_get_array_index_len(int p_idx) const;
virtual Array surface_get_arrays(int p_surface) const;
virtual Array surface_get_blend_shape_arrays(int p_surface) const;
virtual Dictionary surface_get_lods(int p_surface) const;
virtual uint32_t surface_get_format(int p_idx) const;
virtual PrimitiveType surface_get_primitive_type(int p_idx) const;
virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
virtual Ref<Material> surface_get_material(int p_idx) const;
virtual int get_blend_shape_count() const;
virtual StringName get_blend_shape_name(int p_index) const;
virtual void set_blend_shape_name(int p_index, const StringName &p_name);
virtual AABB get_aabb() const;
virtual RID get_rid() const;
ImmediateMesh();
~ImmediateMesh();
};
#endif // IMMEDIATE_MESH_H