Ability to update parts of an array, and set arrays as dynamic draw
This commit is contained in:
parent
61a693cf78
commit
6277e6d40a
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@ -2866,7 +2866,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS:
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glGenBuffers(1, &surface->vertex_id);
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glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id);
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glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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if (p_format & VS::ARRAY_FORMAT_INDEX) {
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@ -3104,6 +3104,22 @@ VS::BlendShapeMode RasterizerStorageGLES3::mesh_get_blend_shape_mode(RID p_mesh)
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return mesh->blend_shape_mode;
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}
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void RasterizerStorageGLES3::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
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Mesh *mesh = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND(!mesh);
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ERR_FAIL_INDEX(p_surface, mesh->surfaces.size());
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int total_size = p_data.size();
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ERR_FAIL_COND(p_offset + total_size > mesh->surfaces[p_surface]->array_byte_size);
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PoolVector<uint8_t>::Read r = p_data.read();
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glBindBuffer(GL_ARRAY_BUFFER, mesh->surfaces[p_surface]->array_id);
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glBufferSubData(GL_ARRAY_BUFFER, p_offset, total_size, r.ptr());
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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}
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void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
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Mesh *mesh = mesh_owner.getornull(p_mesh);
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@ -692,6 +692,8 @@ public:
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virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
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virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
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virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
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@ -920,6 +920,12 @@ String ArrayMesh::surface_get_name(int p_idx) const {
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return surfaces[p_idx].name;
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}
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void ArrayMesh::surface_update_region(int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {
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ERR_FAIL_INDEX(p_surface, surfaces.size());
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VS::get_singleton()->mesh_surface_update_region(mesh, p_surface, p_offset, p_data);
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}
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void ArrayMesh::surface_set_custom_aabb(int p_idx, const Rect3 &p_aabb) {
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ERR_FAIL_INDEX(p_idx, surfaces.size());
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@ -1041,6 +1047,7 @@ void ArrayMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_surface_from_arrays", "primitive", "arrays", "blend_shapes", "compress_flags"), &ArrayMesh::add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
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ClassDB::bind_method(D_METHOD("get_surface_count"), &ArrayMesh::get_surface_count);
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ClassDB::bind_method(D_METHOD("surface_remove", "surf_idx"), &ArrayMesh::surface_remove);
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ClassDB::bind_method(D_METHOD("surface_update_region", "surf_idx", "offset", "data"), &ArrayMesh::surface_update_region);
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ClassDB::bind_method(D_METHOD("surface_get_array_len", "surf_idx"), &ArrayMesh::surface_get_array_len);
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ClassDB::bind_method(D_METHOD("surface_get_array_index_len", "surf_idx"), &ArrayMesh::surface_get_array_index_len);
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ClassDB::bind_method(D_METHOD("surface_get_format", "surf_idx"), &ArrayMesh::surface_get_format);
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@ -95,6 +95,7 @@ public:
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ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
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ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
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ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
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ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_VERTEX | ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS
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@ -185,6 +186,8 @@ public:
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void set_blend_shape_mode(BlendShapeMode p_mode);
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BlendShapeMode get_blend_shape_mode() const;
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void surface_update_region(int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
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int get_surface_count() const;
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void surface_remove(int p_idx);
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@ -242,6 +242,8 @@ public:
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virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0;
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virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
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virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
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@ -120,6 +120,8 @@ void VisualServerRaster::draw() {
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frame_drawn_callbacks.pop_front();
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}
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emit_signal("frame_drawn_in_thread");
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}
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void VisualServerRaster::sync() {
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}
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@ -73,521 +73,6 @@ class VisualServerRaster : public VisualServer {
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List<FrameDrawnCallbacks> frame_drawn_callbacks;
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// FIXME: Kept as reference for future implementation
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#if 0
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struct Room {
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bool occlude_exterior;
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BSP_Tree bounds;
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Room() { occlude_exterior=true; }
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};
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BalloonAllocator<> octree_allocator;
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struct OctreeAllocator {
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static BalloonAllocator<> *allocator;
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_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
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_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
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};
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struct Portal {
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bool enabled;
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float disable_distance;
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Color disable_color;
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float connect_range;
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Vector<Point2> shape;
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Rect2 bounds;
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Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
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};
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struct BakedLight {
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Rasterizer::BakedLightData data;
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PoolVector<int> sampler;
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Rect3 octree_aabb;
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Size2i octree_tex_size;
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Size2i light_tex_size;
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};
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struct BakedLightSampler {
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float params[BAKED_LIGHT_SAMPLER_MAX];
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int resolution;
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Vector<Vector3> dp_cache;
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BakedLightSampler() {
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params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
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params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
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params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
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params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
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resolution=16;
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}
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};
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void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
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struct Camera {
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enum Type {
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PERSPECTIVE,
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ORTHOGONAL
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};
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Type type;
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float fov;
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float znear,zfar;
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float size;
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uint32_t visible_layers;
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bool vaspect;
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RID env;
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Transform transform;
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Camera() {
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visible_layers=0xFFFFFFFF;
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fov=60;
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type=PERSPECTIVE;
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znear=0.1; zfar=100;
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size=1.0;
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vaspect=false;
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}
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};
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struct Instance;
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typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
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struct Scenario;
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struct Instance {
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enum {
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MAX_LIGHTS=4
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};
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RID self;
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OctreeElementID octree_id;
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Scenario *scenario;
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bool update;
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bool update_aabb;
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bool update_materials;
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Instance *update_next;
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InstanceType base_type;
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RID base_rid;
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Rect3 aabb;
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Rect3 transformed_aabb;
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uint32_t object_ID;
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bool visible;
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bool visible_in_all_rooms;
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uint32_t layer_mask;
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float draw_range_begin;
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float draw_range_end;
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float extra_margin;
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Rasterizer::InstanceData data;
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Set<Instance*> auto_rooms;
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Set<Instance*> valid_auto_rooms;
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Instance *room;
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List<Instance*>::Element *RE;
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Instance *baked_light;
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List<Instance*>::Element *BLE;
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Instance *sampled_light;
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bool exterior;
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uint64_t last_render_pass;
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uint64_t last_frame_pass;
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uint64_t version; // changes to this, and changes to base increase version
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InstanceSet lights;
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bool light_cache_dirty;
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struct RoomInfo {
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Transform affine_inverse;
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Room *room;
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List<Instance*> owned_geometry_instances;
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List<Instance*> owned_portal_instances;
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List<Instance*> owned_room_instances;
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List<Instance*> owned_light_instances; //not used, but just for the sake of it
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Set<Instance*> disconnected_child_portals;
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Set<Instance*> owned_autoroom_geometry;
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uint64_t last_visited_pass;
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RoomInfo() { last_visited_pass=0; }
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};
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struct PortalInfo {
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Portal *portal;
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Set<Instance*> candidate_set;
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Instance *connected;
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uint64_t last_visited_pass;
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Plane plane_cache;
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Vector<Vector3> transformed_point_cache;
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PortalInfo() { connected=NULL; last_visited_pass=0;}
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};
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struct LightInfo {
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RID instance;
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int light_set_index;
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uint64_t last_version;
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uint64_t last_add_pass;
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List<RID>::Element *D; // directional light in scenario
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InstanceSet affected;
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bool enabled;
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float dtc; //distance to camera, used for sorting
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LightInfo() {
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D=NULL;
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light_set_index=-1;
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last_add_pass=0;
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enabled=true;
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}
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};
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struct BakedLightInfo {
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BakedLight *baked_light;
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Transform affine_inverse;
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List<Instance*> owned_instances;
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};
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struct BakedLightSamplerInfo {
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Set<Instance*> baked_lights;
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Set<Instance*> owned_instances;
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BakedLightSampler *sampler;
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int resolution;
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Vector<Color> light_buffer;
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RID sampled_light;
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uint64_t last_pass;
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Transform xform; // viewspace normal to lightspace, might not use one.
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BakedLightSamplerInfo() {
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sampler=NULL;
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last_pass=0;
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resolution=0;
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}
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};
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struct ParticlesInfo {
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RID instance;
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};
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RoomInfo *room_info;
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LightInfo *light_info;
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ParticlesInfo *particles_info;
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PortalInfo * portal_info;
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BakedLightInfo * baked_light_info;
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BakedLightSamplerInfo * baked_light_sampler_info;
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Instance() {
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octree_id=0;
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update_next=0;
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object_ID=0;
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last_render_pass=0;
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last_frame_pass=0;
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light_info=0;
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particles_info=0;
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update_next=NULL;
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update=false;
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visible=true;
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data.cast_shadows=SHADOW_CASTING_SETTING_ON;
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data.receive_shadows=true;
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data.depth_scale=false;
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data.billboard=false;
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data.billboard_y=false;
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data.baked_light=NULL;
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data.baked_light_octree_xform=NULL;
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data.baked_lightmap_id=-1;
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version=1;
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room_info=NULL;
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room=NULL;
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RE=NULL;
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portal_info=NULL;
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exterior=false;
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layer_mask=1;
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draw_range_begin=0;
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draw_range_end=0;
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extra_margin=0;
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visible_in_all_rooms=false;
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update_aabb=false;
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update_materials=false;
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baked_light=NULL;
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baked_light_info=NULL;
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baked_light_sampler_info=NULL;
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sampled_light=NULL;
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BLE=NULL;
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light_cache_dirty=true;
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}
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~Instance() {
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if (light_info)
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memdelete(light_info);
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if (particles_info)
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memdelete(particles_info);
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if (room_info)
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memdelete(room_info);
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if (portal_info)
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memdelete(portal_info);
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if (baked_light_info)
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memdelete(baked_light_info);
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};
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};
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struct _InstanceLightsort {
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bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
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};
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struct Scenario {
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ScenarioDebugMode debug;
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RID self;
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// well wtf, balloon allocator is slower?
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typedef ::Octree<Instance,true> Octree;
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Octree octree;
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List<RID> directional_lights;
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RID environment;
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RID fallback_environment;
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Instance *dirty_instances;
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Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
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};
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mutable RID_Owner<Rasterizer::ShaderMaterial> canvas_item_material_owner;
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struct Viewport {
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RID self;
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RID parent;
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VisualServer::ViewportRect rect;
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RID camera;
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RID scenario;
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RID viewport_data;
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RenderTargetUpdateMode render_target_update_mode;
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RID render_target;
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RID render_target_texture;
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Rect2 rt_to_screen_rect;
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bool hide_scenario;
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bool hide_canvas;
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bool transparent_bg;
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bool queue_capture;
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bool render_target_vflip;
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bool render_target_clear_on_new_frame;
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bool render_target_clear;
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bool disable_environment;
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Image capture;
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bool rendered_in_prev_frame;
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struct CanvasKey {
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int layer;
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RID canvas;
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bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
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CanvasKey() { layer=0; }
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CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
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};
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struct CanvasData {
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Canvas *canvas;
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Transform2D transform;
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int layer;
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};
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Transform2D global_transform;
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Map<RID,CanvasData> canvas_map;
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SelfList<Viewport> update_list;
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Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; }
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};
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SelfList<Viewport>::List viewport_update_list;
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Map<RID,int> screen_viewports;
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struct CullRange {
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Plane nearp;
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float min,max;
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float z_near,z_far;
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void add_aabb(const Rect3& p_aabb) {
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}
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};
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struct Cursor {
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Point2 pos;
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float rot;
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RID texture;
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Point2 center;
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bool visible;
|
||||
Rect2 region;
|
||||
Cursor() {
|
||||
|
||||
rot = 0;
|
||||
visible = false;
|
||||
region = Rect2();
|
||||
};
|
||||
};
|
||||
|
||||
Rect2 canvas_clip;
|
||||
Color clear_color;
|
||||
Cursor cursors[MAX_CURSORS];
|
||||
RID default_cursor_texture;
|
||||
|
||||
static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
|
||||
static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
|
||||
|
||||
Instance *instance_cull_result[MAX_INSTANCE_CULL];
|
||||
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
|
||||
Instance *light_cull_result[MAX_LIGHTS_CULLED];
|
||||
int light_cull_count;
|
||||
|
||||
Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
|
||||
int exterior_portal_cull_count;
|
||||
bool exterior_visited;
|
||||
|
||||
Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
|
||||
int light_samplers_culled;
|
||||
|
||||
Instance *room_cull_result[MAX_ROOM_CULL];
|
||||
int room_cull_count;
|
||||
bool room_cull_enabled;
|
||||
bool light_discard_enabled;
|
||||
bool shadows_enabled;
|
||||
int black_margin[4];
|
||||
RID black_image[4];
|
||||
|
||||
Vector<Vector3> aabb_random_points;
|
||||
Vector<Vector3> transformed_aabb_random_points;
|
||||
|
||||
void _instance_validate_autorooms(Instance *p_geometry);
|
||||
|
||||
void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
|
||||
void _portal_attempt_connect(Instance *p_portal);
|
||||
void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
|
||||
_FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false);
|
||||
void _update_instances();
|
||||
void _update_instance_aabb(Instance *p_instance);
|
||||
void _update_instance(Instance *p_instance);
|
||||
void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
|
||||
void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
|
||||
|
||||
Instance *instance_update_list;
|
||||
|
||||
//RID default_scenario;
|
||||
//RID default_viewport;
|
||||
|
||||
RID test_cube;
|
||||
|
||||
|
||||
mutable RID_Owner<Room> room_owner;
|
||||
mutable RID_Owner<Portal> portal_owner;
|
||||
|
||||
mutable RID_Owner<BakedLight> baked_light_owner;
|
||||
mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
|
||||
|
||||
mutable RID_Owner<Camera> camera_owner;
|
||||
mutable RID_Owner<Viewport> viewport_owner;
|
||||
|
||||
mutable RID_Owner<Scenario> scenario_owner;
|
||||
mutable RID_Owner<Instance> instance_owner;
|
||||
|
||||
mutable RID_Owner<Canvas> canvas_owner;
|
||||
mutable RID_Owner<CanvasItem> canvas_item_owner;
|
||||
|
||||
Map< RID, Set<RID> > instance_dependency_map;
|
||||
Map< RID, Set<Instance*> > skeleton_dependency_map;
|
||||
|
||||
|
||||
ViewportRect viewport_rect;
|
||||
_FORCE_INLINE_ void _instance_draw(Instance *p_instance);
|
||||
|
||||
bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
|
||||
void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
|
||||
void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
|
||||
void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
|
||||
|
||||
void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
|
||||
void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
|
||||
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
|
||||
void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
|
||||
void _render_canvas_item(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
|
||||
void _render_canvas(Canvas *p_canvas, const Transform2D &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
|
||||
void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
|
||||
|
||||
Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
|
||||
Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
|
||||
|
||||
void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
|
||||
void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
|
||||
|
||||
void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
|
||||
|
||||
uint64_t render_pass;
|
||||
int changes;
|
||||
bool draw_extra_frame;
|
||||
|
||||
void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
|
||||
void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
|
||||
void _draw_viewports();
|
||||
void _draw_cursors_and_margins();
|
||||
|
||||
|
||||
Rasterizer *rasterizer;
|
||||
|
||||
#endif
|
||||
|
||||
void _draw_margins();
|
||||
static void _changes_changed() {}
|
||||
|
||||
|
@ -726,6 +211,8 @@ public:
|
|||
BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
|
||||
BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
|
||||
|
||||
BIND4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
|
||||
|
||||
BIND3(mesh_surface_set_material, RID, int, RID)
|
||||
BIND2RC(RID, mesh_surface_get_material, RID, int)
|
||||
|
||||
|
|
|
@ -144,6 +144,8 @@ public:
|
|||
FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
|
||||
FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
|
||||
|
||||
FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
|
||||
|
||||
FUNC3(mesh_surface_set_material, RID, int, RID)
|
||||
FUNC2RC(RID, mesh_surface_get_material, RID, int)
|
||||
|
||||
|
|
|
@ -1856,6 +1856,8 @@ void VisualServer::_bind_methods() {
|
|||
|
||||
BIND_ENUM_CONSTANT(FEATURE_SHADERS);
|
||||
BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);
|
||||
|
||||
ADD_SIGNAL(MethodInfo("frame_drawn_in_thread"));
|
||||
}
|
||||
|
||||
void VisualServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate) {
|
||||
|
|
|
@ -227,6 +227,7 @@ public:
|
|||
|
||||
ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
|
||||
ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
|
||||
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
|
||||
|
||||
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_VERTEX | ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS
|
||||
|
||||
|
@ -259,6 +260,8 @@ public:
|
|||
virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0;
|
||||
virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
|
||||
|
||||
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
|
||||
|
||||
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
|
||||
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
|
||||
|
||||
|
|
Loading…
Reference in New Issue