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https://github.com/Relintai/pandemonium_engine_minimal.git
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118 lines
4.5 KiB
C++
118 lines
4.5 KiB
C++
/*************************************************************************/
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/* immediate_mesh.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef IMMEDIATE_MESH_H
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#define IMMEDIATE_MESH_H
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#include "core/containers/vector.h"
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#include "scene/resources/mesh/mesh.h"
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class ImmediateMesh : public Mesh {
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GDCLASS(ImmediateMesh, Mesh)
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RID mesh;
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bool uses_colors = false;
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bool uses_normals = false;
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bool uses_tangents = false;
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bool uses_uvs = false;
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bool uses_uv2s = false;
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Color current_color;
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Vector3 current_normal;
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Plane current_tangent;
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Vector2 current_uv;
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Vector2 current_uv2;
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Vector<Color> colors;
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Vector<Vector3> normals;
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Vector<Plane> tangents;
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Vector<Vector2> uvs;
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Vector<Vector2> uv2s;
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Vector<Vector3> vertices;
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struct Surface {
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PrimitiveType primitive;
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Ref<Material> material;
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bool vertex_2d = false;
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int array_len = 0;
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uint32_t format = 0;
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AABB aabb;
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};
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Vector<Surface> surfaces;
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bool surface_active = false;
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Surface active_surface_data;
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PoolVector<uint8_t> surface_array_create_cache;
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const Vector3 SMALL_VEC3 = Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON);
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protected:
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static void _bind_methods();
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public:
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void surface_begin(PrimitiveType p_primitive, const Ref<Material> &p_material = Ref<Material>());
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void surface_set_color(const Color &p_color);
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void surface_set_normal(const Vector3 &p_normal);
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void surface_set_tangent(const Plane &p_tangent);
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void surface_set_uv(const Vector2 &p_uv);
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void surface_set_uv2(const Vector2 &p_uv2);
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void surface_add_vertex(const Vector3 &p_vertex);
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void surface_add_vertex_2d(const Vector2 &p_vertex);
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void surface_end();
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void clear_surfaces();
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virtual int get_surface_count() const;
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virtual int surface_get_array_len(int p_idx) const;
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virtual int surface_get_array_index_len(int p_idx) const;
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virtual Array surface_get_arrays(int p_surface) const;
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virtual Array surface_get_blend_shape_arrays(int p_surface) const;
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virtual Dictionary surface_get_lods(int p_surface) const;
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virtual uint32_t surface_get_format(int p_idx) const;
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virtual PrimitiveType surface_get_primitive_type(int p_idx) const;
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virtual void surface_set_material(int p_idx, const Ref<Material> &p_material);
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virtual Ref<Material> surface_get_material(int p_idx) const;
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virtual int get_blend_shape_count() const;
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virtual StringName get_blend_shape_name(int p_index) const;
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virtual void set_blend_shape_name(int p_index, const StringName &p_name);
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virtual AABB get_aabb() const;
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virtual RID get_rid() const;
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ImmediateMesh();
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~ImmediateMesh();
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};
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#endif // IMMEDIATE_MESH_H
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