godot/scene/3d/immediate_geometry.cpp
Juan Linietsky 6f0b4678e2 More 3D Improvements
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-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
2014-05-29 10:56:39 -03:00

103 lines
2.4 KiB
C++

#include "immediate_geometry.h"
void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture) {
VS::get_singleton()->immediate_begin(im,(VS::PrimitiveType)p_primitive,p_texture.is_valid()?p_texture->get_rid():RID());
if (p_texture.is_valid())
cached_textures.push_back(p_texture);
}
void ImmediateGeometry::set_normal(const Vector3& p_normal){
VS::get_singleton()->immediate_normal(im,p_normal);
}
void ImmediateGeometry::set_tangent(const Plane& p_tangent){
VS::get_singleton()->immediate_tangent(im,p_tangent);
}
void ImmediateGeometry::set_color(const Color& p_color){
VS::get_singleton()->immediate_color(im,p_color);
}
void ImmediateGeometry::set_uv(const Vector2& p_uv){
VS::get_singleton()->immediate_uv(im,p_uv);
}
void ImmediateGeometry::set_uv2(const Vector2& p_uv2){
VS::get_singleton()->immediate_uv2(im,p_uv2);
}
void ImmediateGeometry::add_vertex(const Vector3& p_vertex){
VS::get_singleton()->immediate_vertex(im,p_vertex);
if (empty) {
aabb.pos=p_vertex;
aabb.size=Vector3();
} else {
aabb.expand_to(p_vertex);
}
}
void ImmediateGeometry::end(){
VS::get_singleton()->immediate_end(im);
}
void ImmediateGeometry::clear(){
VS::get_singleton()->immediate_clear(im);
empty=true;
cached_textures.clear();
}
AABB ImmediateGeometry::get_aabb() const {
return aabb;
}
DVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
return DVector<Face3>();
}
void ImmediateGeometry::_bind_methods() {
ObjectTypeDB::bind_method(_MD("begin","primitive","texture:Texture"),&ImmediateGeometry::begin);
ObjectTypeDB::bind_method(_MD("set_normal","normal"),&ImmediateGeometry::set_normal);
ObjectTypeDB::bind_method(_MD("set_tangent","tangent"),&ImmediateGeometry::set_tangent);
ObjectTypeDB::bind_method(_MD("set_color","color"),&ImmediateGeometry::set_color);
ObjectTypeDB::bind_method(_MD("set_uv","uv"),&ImmediateGeometry::set_uv);
ObjectTypeDB::bind_method(_MD("set_uv2","uv"),&ImmediateGeometry::set_uv2);
ObjectTypeDB::bind_method(_MD("add_vertex","color"),&ImmediateGeometry::add_vertex);
ObjectTypeDB::bind_method(_MD("end"),&ImmediateGeometry::end);
ObjectTypeDB::bind_method(_MD("clear"),&ImmediateGeometry::clear);
}
ImmediateGeometry::ImmediateGeometry() {
im = VisualServer::get_singleton()->immediate_create();
set_base(im);
empty=true;
}
ImmediateGeometry::~ImmediateGeometry() {
VisualServer::get_singleton()->free(im);
}