godot/scene/3d/sprite_3d.cpp
Omar El Sheikh d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00

1227 lines
36 KiB
C++

/*************************************************************************/
/* sprite_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "sprite_3d.h"
#include "core/core_string_names.h"
#include "scene/scene_string_names.h"
Color SpriteBase3D::_get_color_accum() {
if (!color_dirty) {
return color_accum;
}
if (parent_sprite) {
color_accum = parent_sprite->_get_color_accum();
} else {
color_accum = Color(1, 1, 1, 1);
}
color_accum.r *= modulate.r;
color_accum.g *= modulate.g;
color_accum.b *= modulate.b;
color_accum.a *= modulate.a;
color_dirty = false;
return color_accum;
}
void SpriteBase3D::_propagate_color_changed() {
if (color_dirty) {
return;
}
color_dirty = true;
_queue_update();
for (List<SpriteBase3D *>::Element *E = children.front(); E; E = E->next()) {
E->get()->_propagate_color_changed();
}
}
void SpriteBase3D::_notification(int p_what) {
if (p_what == NOTIFICATION_ENTER_TREE) {
if (!pending_update) {
_im_update();
}
parent_sprite = Object::cast_to<SpriteBase3D>(get_parent());
if (parent_sprite) {
pI = parent_sprite->children.push_back(this);
}
}
if (p_what == NOTIFICATION_EXIT_TREE) {
if (parent_sprite) {
parent_sprite->children.erase(pI);
pI = nullptr;
parent_sprite = nullptr;
}
}
}
void SpriteBase3D::set_centered(bool p_center) {
centered = p_center;
_queue_update();
}
bool SpriteBase3D::is_centered() const {
return centered;
}
void SpriteBase3D::set_offset(const Point2 &p_offset) {
offset = p_offset;
_queue_update();
}
Point2 SpriteBase3D::get_offset() const {
return offset;
}
void SpriteBase3D::set_flip_h(bool p_flip) {
hflip = p_flip;
_queue_update();
}
bool SpriteBase3D::is_flipped_h() const {
return hflip;
}
void SpriteBase3D::set_flip_v(bool p_flip) {
vflip = p_flip;
_queue_update();
}
bool SpriteBase3D::is_flipped_v() const {
return vflip;
}
void SpriteBase3D::set_modulate(const Color &p_color) {
modulate = p_color;
_propagate_color_changed();
_queue_update();
}
Color SpriteBase3D::get_modulate() const {
return modulate;
}
void SpriteBase3D::set_pixel_size(float p_amount) {
pixel_size = p_amount;
_queue_update();
}
float SpriteBase3D::get_pixel_size() const {
return pixel_size;
}
void SpriteBase3D::set_opacity(float p_amount) {
opacity = p_amount;
_queue_update();
}
float SpriteBase3D::get_opacity() const {
return opacity;
}
void SpriteBase3D::set_axis(Vector3::Axis p_axis) {
ERR_FAIL_INDEX(p_axis, 3);
axis = p_axis;
_queue_update();
}
Vector3::Axis SpriteBase3D::get_axis() const {
return axis;
}
void SpriteBase3D::_im_update() {
_draw();
pending_update = false;
//texture->draw_rect_region(ci,dst_rect,src_rect,modulate);
}
void SpriteBase3D::_queue_update() {
if (pending_update) {
return;
}
triangle_mesh.unref();
update_gizmo();
pending_update = true;
call_deferred(SceneStringNames::get_singleton()->_im_update);
}
AABB SpriteBase3D::get_aabb() const {
return aabb;
}
PoolVector<Face3> SpriteBase3D::get_faces(uint32_t p_usage_flags) const {
return PoolVector<Face3>();
}
Ref<TriangleMesh> SpriteBase3D::generate_triangle_mesh() const {
if (triangle_mesh.is_valid()) {
return triangle_mesh;
}
PoolVector<Vector3> faces;
faces.resize(6);
PoolVector<Vector3>::Write facesw = faces.write();
Rect2 final_rect = get_item_rect();
if (final_rect.size.x == 0 || final_rect.size.y == 0) {
return Ref<TriangleMesh>();
}
float pixel_size = get_pixel_size();
Vector2 vertices[4] = {
(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
(final_rect.position + final_rect.size) * pixel_size,
(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
final_rect.position * pixel_size,
};
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis != Vector3::AXIS_Z) {
SWAP(x_axis, y_axis);
for (int i = 0; i < 4; i++) {
if (axis == Vector3::AXIS_Y) {
vertices[i].y = -vertices[i].y;
} else if (axis == Vector3::AXIS_X) {
vertices[i].x = -vertices[i].x;
}
}
}
static const int indices[6] = {
0, 1, 2,
0, 2, 3
};
for (int j = 0; j < 6; j++) {
int i = indices[j];
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
facesw[j] = vtx;
}
facesw.release();
triangle_mesh = Ref<TriangleMesh>(memnew(TriangleMesh));
triangle_mesh->create(faces);
return triangle_mesh;
}
void SpriteBase3D::set_draw_flag(DrawFlags p_flag, bool p_enable) {
ERR_FAIL_INDEX(p_flag, FLAG_MAX);
flags[p_flag] = p_enable;
_queue_update();
}
bool SpriteBase3D::get_draw_flag(DrawFlags p_flag) const {
ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
return flags[p_flag];
}
void SpriteBase3D::set_alpha_cut_mode(AlphaCutMode p_mode) {
ERR_FAIL_INDEX(p_mode, 3);
alpha_cut = p_mode;
_queue_update();
}
SpriteBase3D::AlphaCutMode SpriteBase3D::get_alpha_cut_mode() const {
return alpha_cut;
}
void SpriteBase3D::set_billboard_mode(SpatialMaterial::BillboardMode p_mode) {
ERR_FAIL_INDEX(p_mode, 3);
billboard_mode = p_mode;
_queue_update();
}
SpatialMaterial::BillboardMode SpriteBase3D::get_billboard_mode() const {
return billboard_mode;
}
void SpriteBase3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_centered", "centered"), &SpriteBase3D::set_centered);
ClassDB::bind_method(D_METHOD("is_centered"), &SpriteBase3D::is_centered);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &SpriteBase3D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &SpriteBase3D::get_offset);
ClassDB::bind_method(D_METHOD("set_flip_h", "flip_h"), &SpriteBase3D::set_flip_h);
ClassDB::bind_method(D_METHOD("is_flipped_h"), &SpriteBase3D::is_flipped_h);
ClassDB::bind_method(D_METHOD("set_flip_v", "flip_v"), &SpriteBase3D::set_flip_v);
ClassDB::bind_method(D_METHOD("is_flipped_v"), &SpriteBase3D::is_flipped_v);
ClassDB::bind_method(D_METHOD("set_modulate", "modulate"), &SpriteBase3D::set_modulate);
ClassDB::bind_method(D_METHOD("get_modulate"), &SpriteBase3D::get_modulate);
ClassDB::bind_method(D_METHOD("set_opacity", "opacity"), &SpriteBase3D::set_opacity);
ClassDB::bind_method(D_METHOD("get_opacity"), &SpriteBase3D::get_opacity);
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &SpriteBase3D::set_pixel_size);
ClassDB::bind_method(D_METHOD("get_pixel_size"), &SpriteBase3D::get_pixel_size);
ClassDB::bind_method(D_METHOD("set_axis", "axis"), &SpriteBase3D::set_axis);
ClassDB::bind_method(D_METHOD("get_axis"), &SpriteBase3D::get_axis);
ClassDB::bind_method(D_METHOD("set_draw_flag", "flag", "enabled"), &SpriteBase3D::set_draw_flag);
ClassDB::bind_method(D_METHOD("get_draw_flag", "flag"), &SpriteBase3D::get_draw_flag);
ClassDB::bind_method(D_METHOD("set_alpha_cut_mode", "mode"), &SpriteBase3D::set_alpha_cut_mode);
ClassDB::bind_method(D_METHOD("get_alpha_cut_mode"), &SpriteBase3D::get_alpha_cut_mode);
ClassDB::bind_method(D_METHOD("set_billboard_mode", "mode"), &SpriteBase3D::set_billboard_mode);
ClassDB::bind_method(D_METHOD("get_billboard_mode"), &SpriteBase3D::get_billboard_mode);
ClassDB::bind_method(D_METHOD("get_item_rect"), &SpriteBase3D::get_item_rect);
ClassDB::bind_method(D_METHOD("generate_triangle_mesh"), &SpriteBase3D::generate_triangle_mesh);
ClassDB::bind_method(D_METHOD("_queue_update"), &SpriteBase3D::_queue_update);
ClassDB::bind_method(D_METHOD("_im_update"), &SpriteBase3D::_im_update);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "centered"), "set_centered", "is_centered");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_h"), "set_flip_h", "is_flipped_h");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "flip_v"), "set_flip_v", "is_flipped_v");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_opacity", "get_opacity");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001"), "set_pixel_size", "get_pixel_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "axis", PROPERTY_HINT_ENUM, "X-Axis,Y-Axis,Z-Axis"), "set_axis", "get_axis");
ADD_GROUP("Flags", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard"), "set_billboard_mode", "get_billboard_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "transparent"), "set_draw_flag", "get_draw_flag", FLAG_TRANSPARENT);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "shaded"), "set_draw_flag", "get_draw_flag", FLAG_SHADED);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "double_sided"), "set_draw_flag", "get_draw_flag", FLAG_DOUBLE_SIDED);
ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode", "get_alpha_cut_mode");
BIND_ENUM_CONSTANT(FLAG_TRANSPARENT);
BIND_ENUM_CONSTANT(FLAG_SHADED);
BIND_ENUM_CONSTANT(FLAG_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(ALPHA_CUT_DISABLED);
BIND_ENUM_CONSTANT(ALPHA_CUT_DISCARD);
BIND_ENUM_CONSTANT(ALPHA_CUT_OPAQUE_PREPASS);
}
SpriteBase3D::SpriteBase3D() {
color_dirty = true;
centered = true;
hflip = false;
vflip = false;
parent_sprite = nullptr;
pI = nullptr;
for (int i = 0; i < FLAG_MAX; i++) {
flags[i] = i == FLAG_TRANSPARENT || i == FLAG_DOUBLE_SIDED;
}
alpha_cut = ALPHA_CUT_DISABLED;
billboard_mode = SpatialMaterial::BILLBOARD_DISABLED;
axis = Vector3::AXIS_Z;
pixel_size = 0.01;
modulate = Color(1, 1, 1, 1);
pending_update = false;
opacity = 1.0;
material = VisualServer::get_singleton()->material_create();
// Set defaults for material, names need to match up those in SpatialMaterial
VS::get_singleton()->material_set_param(material, "albedo", Color(1, 1, 1, 1));
VS::get_singleton()->material_set_param(material, "specular", 0.5);
VS::get_singleton()->material_set_param(material, "metallic", 0.0);
VS::get_singleton()->material_set_param(material, "roughness", 1.0);
VS::get_singleton()->material_set_param(material, "uv1_offset", Vector3(0, 0, 0));
VS::get_singleton()->material_set_param(material, "uv1_scale", Vector3(1, 1, 1));
VS::get_singleton()->material_set_param(material, "uv2_offset", Vector3(0, 0, 0));
VS::get_singleton()->material_set_param(material, "uv2_scale", Vector3(1, 1, 1));
VS::get_singleton()->material_set_param(material, "alpha_scissor_threshold", 0.98);
mesh = VisualServer::get_singleton()->mesh_create();
PoolVector3Array mesh_vertices;
PoolVector3Array mesh_normals;
PoolRealArray mesh_tangents;
PoolColorArray mesh_colors;
PoolVector2Array mesh_uvs;
mesh_vertices.resize(4);
mesh_normals.resize(4);
mesh_tangents.resize(16);
mesh_colors.resize(4);
mesh_uvs.resize(4);
// create basic mesh and store format information
for (int i = 0; i < 4; i++) {
mesh_normals.write()[i] = Vector3(0.0, 0.0, 0.0);
mesh_tangents.write()[i * 4 + 0] = 0.0;
mesh_tangents.write()[i * 4 + 1] = 0.0;
mesh_tangents.write()[i * 4 + 2] = 0.0;
mesh_tangents.write()[i * 4 + 3] = 0.0;
mesh_colors.write()[i] = Color(1.0, 1.0, 1.0, 1.0);
mesh_uvs.write()[i] = Vector2(0.0, 0.0);
mesh_vertices.write()[i] = Vector3(0.0, 0.0, 0.0);
}
Array mesh_array;
mesh_array.resize(VS::ARRAY_MAX);
mesh_array[VS::ARRAY_VERTEX] = mesh_vertices;
mesh_array[VS::ARRAY_NORMAL] = mesh_normals;
mesh_array[VS::ARRAY_TANGENT] = mesh_tangents;
mesh_array[VS::ARRAY_COLOR] = mesh_colors;
mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array, Array(), VS::ARRAY_COMPRESS_DEFAULT & ~VS::ARRAY_COMPRESS_TEX_UV);
const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
mesh_surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
mesh_buffer = VS::get_singleton()->mesh_surface_get_array(mesh, 0);
mesh_stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(mesh_surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets);
set_base(mesh);
}
SpriteBase3D::~SpriteBase3D() {
VisualServer::get_singleton()->free(mesh);
VisualServer::get_singleton()->free(material);
}
///////////////////////////////////////////
void Sprite3D::_draw() {
if (get_base() != get_mesh()) {
set_base(get_mesh());
}
if (!texture.is_valid()) {
set_base(RID());
return;
}
Vector2 tsize = texture->get_size();
if (tsize.x == 0 || tsize.y == 0) {
return;
}
Rect2 base_rect;
if (region) {
base_rect = region_rect;
} else {
base_rect = Rect2(0, 0, texture->get_width(), texture->get_height());
}
Size2 frame_size = base_rect.size / Size2(hframes, vframes);
Point2 frame_offset = Point2(frame % hframes, frame / hframes);
frame_offset *= frame_size;
Point2 dest_offset = get_offset();
if (is_centered()) {
dest_offset -= frame_size / 2;
}
Rect2 src_rect(base_rect.position + frame_offset, frame_size);
Rect2 final_dst_rect(dest_offset, frame_size);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(final_dst_rect, src_rect, final_rect, final_src_rect)) {
return;
}
if (final_rect.size.x == 0 || final_rect.size.y == 0) {
return;
}
Color color = _get_color_accum();
color.a *= get_opacity();
float pixel_size = get_pixel_size();
Vector2 vertices[4] = {
(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
(final_rect.position + final_rect.size) * pixel_size,
(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
final_rect.position * pixel_size,
};
Vector2 src_tsize = tsize;
// Properly setup UVs for impostor textures (AtlasTexture).
Ref<AtlasTexture> atlas_tex = texture;
if (atlas_tex != nullptr) {
src_tsize[0] = atlas_tex->get_atlas()->get_width();
src_tsize[1] = atlas_tex->get_atlas()->get_height();
}
Vector2 uvs[4] = {
final_src_rect.position / src_tsize,
(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
(final_src_rect.position + final_src_rect.size) / src_tsize,
(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0], uvs[1]);
SWAP(uvs[2], uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0], uvs[3]);
SWAP(uvs[1], uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis] = 1.0;
Plane tangent;
if (axis == Vector3::AXIS_X) {
tangent = Plane(0, 0, -1, 1);
} else {
tangent = Plane(1, 0, 0, 1);
}
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis != Vector3::AXIS_Z) {
SWAP(x_axis, y_axis);
for (int i = 0; i < 4; i++) {
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
//SWAP(vertices[i].x,vertices[i].y);
if (axis == Vector3::AXIS_Y) {
vertices[i].y = -vertices[i].y;
} else if (axis == Vector3::AXIS_X) {
vertices[i].x = -vertices[i].x;
}
}
}
AABB aabb;
// Everything except position and UV is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
Vector2 normal_oct = VisualServer::get_singleton()->norm_to_oct(normal);
int8_t v_normal[2] = {
(int8_t)CLAMP(normal_oct.x * 127, -128, 127),
(int8_t)CLAMP(normal_oct.y * 127, -128, 127),
};
Vector2 tangent_oct = VisualServer::get_singleton()->tangent_to_oct(tangent.normal, tangent.d, false);
int8_t v_tangent[2] = {
(int8_t)CLAMP(tangent_oct.x * 127, -128, 127),
(int8_t)CLAMP(tangent_oct.y * 127, -128, 127),
};
uint8_t v_color[4] = {
(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
};
for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
float v_uv[2] = { uvs[i].x, uvs[i].y };
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
float v_vertex[3] = { vtx.x, vtx.y, vtx.z };
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 2);
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 2);
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
}
write_buffer.release();
RID mesh = get_mesh();
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
set_aabb(aabb);
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}
void Sprite3D::set_texture(const Ref<Texture> &p_texture) {
if (p_texture == texture) {
return;
}
if (texture.is_valid()) {
texture->disconnect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_queue_update);
}
texture = p_texture;
if (texture.is_valid()) {
texture->set_flags(texture->get_flags()); //remove repeat from texture, it looks bad in sprites
texture->connect(CoreStringNames::get_singleton()->changed, this, SceneStringNames::get_singleton()->_queue_update);
}
_queue_update();
}
Ref<Texture> Sprite3D::get_texture() const {
return texture;
}
void Sprite3D::set_region(bool p_region) {
if (p_region == region) {
return;
}
region = p_region;
_queue_update();
}
bool Sprite3D::is_region() const {
return region;
}
void Sprite3D::set_region_rect(const Rect2 &p_region_rect) {
bool changed = region_rect != p_region_rect;
region_rect = p_region_rect;
if (region && changed) {
_queue_update();
}
}
Rect2 Sprite3D::get_region_rect() const {
return region_rect;
}
void Sprite3D::set_frame(int p_frame) {
ERR_FAIL_INDEX(p_frame, int64_t(vframes) * hframes);
frame = p_frame;
_queue_update();
_change_notify("frame");
_change_notify("frame_coords");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int Sprite3D::get_frame() const {
return frame;
}
void Sprite3D::set_frame_coords(const Vector2 &p_coord) {
ERR_FAIL_INDEX(int(p_coord.x), hframes);
ERR_FAIL_INDEX(int(p_coord.y), vframes);
set_frame(int(p_coord.y) * hframes + int(p_coord.x));
}
Vector2 Sprite3D::get_frame_coords() const {
return Vector2(frame % hframes, frame / hframes);
}
void Sprite3D::set_vframes(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
vframes = p_amount;
_queue_update();
_change_notify();
}
int Sprite3D::get_vframes() const {
return vframes;
}
void Sprite3D::set_hframes(int p_amount) {
ERR_FAIL_COND(p_amount < 1);
hframes = p_amount;
_queue_update();
_change_notify();
}
int Sprite3D::get_hframes() const {
return hframes;
}
Rect2 Sprite3D::get_item_rect() const {
if (texture.is_null()) {
return Rect2(0, 0, 1, 1);
}
/*
if (texture.is_null())
return CanvasItem::get_item_rect();
*/
Size2i s;
if (region) {
s = region_rect.size;
} else {
s = texture->get_size();
s = s / Point2(hframes, vframes);
}
Point2 ofs = get_offset();
if (is_centered()) {
ofs -= s / 2;
}
if (s == Size2(0, 0)) {
s = Size2(1, 1);
}
return Rect2(ofs, s);
}
void Sprite3D::_validate_property(PropertyInfo &property) const {
if (property.name == "frame") {
property.hint = PROPERTY_HINT_RANGE;
property.hint_string = "0," + itos(vframes * hframes - 1) + ",1";
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
if (property.name == "frame_coords") {
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
void Sprite3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &Sprite3D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &Sprite3D::get_texture);
ClassDB::bind_method(D_METHOD("set_region", "enabled"), &Sprite3D::set_region);
ClassDB::bind_method(D_METHOD("is_region"), &Sprite3D::is_region);
ClassDB::bind_method(D_METHOD("set_region_rect", "rect"), &Sprite3D::set_region_rect);
ClassDB::bind_method(D_METHOD("get_region_rect"), &Sprite3D::get_region_rect);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &Sprite3D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &Sprite3D::get_frame);
ClassDB::bind_method(D_METHOD("set_frame_coords", "coords"), &Sprite3D::set_frame_coords);
ClassDB::bind_method(D_METHOD("get_frame_coords"), &Sprite3D::get_frame_coords);
ClassDB::bind_method(D_METHOD("set_vframes", "vframes"), &Sprite3D::set_vframes);
ClassDB::bind_method(D_METHOD("get_vframes"), &Sprite3D::get_vframes);
ClassDB::bind_method(D_METHOD("set_hframes", "hframes"), &Sprite3D::set_hframes);
ClassDB::bind_method(D_METHOD("get_hframes"), &Sprite3D::get_hframes);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_GROUP("Animation", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "hframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_hframes", "get_hframes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "vframes", PROPERTY_HINT_RANGE, "1,16384,1"), "set_vframes", "get_vframes");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "frame_coords", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_frame_coords", "get_frame_coords");
ADD_GROUP("Region", "region_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "region_enabled"), "set_region", "is_region");
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect");
ADD_SIGNAL(MethodInfo("frame_changed"));
}
Sprite3D::Sprite3D() {
region = false;
frame = 0;
vframes = 1;
hframes = 1;
}
////////////////////////////////////////
void AnimatedSprite3D::_draw() {
if (get_base() != get_mesh()) {
set_base(get_mesh());
}
if (frames.is_null()) {
return;
}
if (frame < 0) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
Ref<Texture> texture = frames->get_frame(animation, frame);
if (!texture.is_valid()) {
set_base(RID());
return; //no texuture no life
}
Vector2 tsize = texture->get_size();
if (tsize.x == 0 || tsize.y == 0) {
return;
}
Size2i s = tsize;
Rect2 src_rect;
src_rect.size = s;
Point2 ofs = get_offset();
if (is_centered()) {
ofs -= s / 2;
}
Rect2 dst_rect(ofs, s);
Rect2 final_rect;
Rect2 final_src_rect;
if (!texture->get_rect_region(dst_rect, src_rect, final_rect, final_src_rect)) {
return;
}
if (final_rect.size.x == 0 || final_rect.size.y == 0) {
return;
}
Color color = _get_color_accum();
color.a *= get_opacity();
float pixel_size = get_pixel_size();
Vector2 vertices[4] = {
(final_rect.position + Vector2(0, final_rect.size.y)) * pixel_size,
(final_rect.position + final_rect.size) * pixel_size,
(final_rect.position + Vector2(final_rect.size.x, 0)) * pixel_size,
final_rect.position * pixel_size,
};
Vector2 src_tsize = tsize;
// Properly setup UVs for impostor textures (AtlasTexture).
Ref<AtlasTexture> atlas_tex = texture;
if (atlas_tex != nullptr) {
src_tsize[0] = atlas_tex->get_atlas()->get_width();
src_tsize[1] = atlas_tex->get_atlas()->get_height();
}
Vector2 uvs[4] = {
final_src_rect.position / src_tsize,
(final_src_rect.position + Vector2(final_src_rect.size.x, 0)) / src_tsize,
(final_src_rect.position + final_src_rect.size) / src_tsize,
(final_src_rect.position + Vector2(0, final_src_rect.size.y)) / src_tsize,
};
if (is_flipped_h()) {
SWAP(uvs[0], uvs[1]);
SWAP(uvs[2], uvs[3]);
}
if (is_flipped_v()) {
SWAP(uvs[0], uvs[3]);
SWAP(uvs[1], uvs[2]);
}
Vector3 normal;
int axis = get_axis();
normal[axis] = 1.0;
Plane tangent;
if (axis == Vector3::AXIS_X) {
tangent = Plane(0, 0, -1, -1);
} else {
tangent = Plane(1, 0, 0, -1);
}
int x_axis = ((axis + 1) % 3);
int y_axis = ((axis + 2) % 3);
if (axis != Vector3::AXIS_Z) {
SWAP(x_axis, y_axis);
for (int i = 0; i < 4; i++) {
//uvs[i] = Vector2(1.0,1.0)-uvs[i];
//SWAP(vertices[i].x,vertices[i].y);
if (axis == Vector3::AXIS_Y) {
vertices[i].y = -vertices[i].y;
} else if (axis == Vector3::AXIS_X) {
vertices[i].x = -vertices[i].x;
}
}
}
AABB aabb;
// Everything except position and UV is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
Vector2 normal_oct = VisualServer::get_singleton()->norm_to_oct(normal);
int8_t v_normal[2] = {
(int8_t)CLAMP(normal_oct.x * 127, -128, 127),
(int8_t)CLAMP(normal_oct.y * 127, -128, 127),
};
Vector2 tangent_oct = VisualServer::get_singleton()->tangent_to_oct(tangent.normal, tangent.d, false);
int8_t v_tangent[2] = {
(int8_t)CLAMP(tangent_oct.x * 127, -128, 127),
(int8_t)CLAMP(tangent_oct.y * 127, -128, 127),
};
uint8_t v_color[4] = {
(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
};
for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
vtx[y_axis] = vertices[i][1];
if (i == 0) {
aabb.position = vtx;
aabb.size = Vector3();
} else {
aabb.expand_to(vtx);
}
float v_uv[2] = { uvs[i].x, uvs[i].y };
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
float v_vertex[3] = { vtx.x, vtx.y, vtx.z };
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 2);
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 2);
memcpy(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
}
write_buffer.release();
RID mesh = get_mesh();
VS::get_singleton()->mesh_surface_update_region(mesh, 0, 0, mesh_buffer);
VS::get_singleton()->mesh_set_custom_aabb(mesh, aabb);
set_aabb(aabb);
RID mat = SpatialMaterial::get_material_rid_for_2d(get_draw_flag(FLAG_SHADED), get_draw_flag(FLAG_TRANSPARENT), get_draw_flag(FLAG_DOUBLE_SIDED), get_alpha_cut_mode() == ALPHA_CUT_DISCARD, get_alpha_cut_mode() == ALPHA_CUT_OPAQUE_PREPASS, get_billboard_mode() == SpatialMaterial::BILLBOARD_ENABLED, get_billboard_mode() == SpatialMaterial::BILLBOARD_FIXED_Y);
VS::get_singleton()->material_set_shader(get_material(), VS::get_singleton()->material_get_shader(mat));
VS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
VS::get_singleton()->instance_set_surface_material(get_instance(), 0, get_material());
}
void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
if (!frames.is_valid()) {
return;
}
if (property.name == "animation") {
property.hint = PROPERTY_HINT_ENUM;
List<StringName> names;
frames->get_animation_list(&names);
names.sort_custom<StringName::AlphCompare>();
bool current_found = false;
for (List<StringName>::Element *E = names.front(); E; E = E->next()) {
if (E->prev()) {
property.hint_string += ",";
}
property.hint_string += String(E->get());
if (animation == E->get()) {
current_found = true;
}
}
if (!current_found) {
if (property.hint_string == String()) {
property.hint_string = String(animation);
} else {
property.hint_string = String(animation) + "," + property.hint_string;
}
}
}
if (property.name == "frame") {
property.hint = PROPERTY_HINT_RANGE;
if (frames->has_animation(animation) && frames->get_frame_count(animation) > 1) {
property.hint_string = "0," + itos(frames->get_frame_count(animation) - 1) + ",1";
}
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
}
void AnimatedSprite3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_INTERNAL_PROCESS: {
if (frames.is_null()) {
return;
}
if (!frames->has_animation(animation)) {
return;
}
if (frame < 0) {
return;
}
float speed = frames->get_animation_speed(animation);
if (speed == 0) {
return; //do nothing
}
float remaining = get_process_delta_time();
while (remaining) {
if (timeout <= 0) {
timeout = 1.0 / speed;
int fc = frames->get_frame_count(animation);
if (frame >= fc - 1) {
if (frames->get_animation_loop(animation)) {
frame = 0;
} else {
frame = fc - 1;
}
emit_signal(SceneStringNames::get_singleton()->animation_finished);
} else {
frame++;
}
_queue_update();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
float to_process = MIN(timeout, remaining);
remaining -= to_process;
timeout -= to_process;
}
} break;
}
}
void AnimatedSprite3D::set_sprite_frames(const Ref<SpriteFrames> &p_frames) {
if (frames.is_valid()) {
frames->disconnect("changed", this, "_res_changed");
}
frames = p_frames;
if (frames.is_valid()) {
frames->connect("changed", this, "_res_changed");
}
if (!frames.is_valid()) {
frame = 0;
} else {
set_frame(frame);
}
_change_notify();
_reset_timeout();
_queue_update();
update_configuration_warning();
}
Ref<SpriteFrames> AnimatedSprite3D::get_sprite_frames() const {
return frames;
}
void AnimatedSprite3D::set_frame(int p_frame) {
if (!frames.is_valid()) {
return;
}
if (frames->has_animation(animation)) {
int limit = frames->get_frame_count(animation);
if (p_frame >= limit) {
p_frame = limit - 1;
}
}
if (p_frame < 0) {
p_frame = 0;
}
if (frame == p_frame) {
return;
}
frame = p_frame;
_reset_timeout();
_queue_update();
_change_notify("frame");
emit_signal(SceneStringNames::get_singleton()->frame_changed);
}
int AnimatedSprite3D::get_frame() const {
return frame;
}
Rect2 AnimatedSprite3D::get_item_rect() const {
if (!frames.is_valid() || !frames->has_animation(animation) || frame < 0 || frame >= frames->get_frame_count(animation)) {
return Rect2(0, 0, 1, 1);
}
Ref<Texture> t;
if (animation) {
t = frames->get_frame(animation, frame);
}
if (t.is_null()) {
return Rect2(0, 0, 1, 1);
}
Size2i s = t->get_size();
Point2 ofs = get_offset();
if (centered) {
ofs -= s / 2;
}
if (s == Size2(0, 0)) {
s = Size2(1, 1);
}
return Rect2(ofs, s);
}
void AnimatedSprite3D::_res_changed() {
set_frame(frame);
_change_notify("frame");
_change_notify("animation");
_queue_update();
}
void AnimatedSprite3D::_set_playing(bool p_playing) {
if (playing == p_playing) {
return;
}
playing = p_playing;
_reset_timeout();
set_process_internal(playing);
}
bool AnimatedSprite3D::_is_playing() const {
return playing;
}
void AnimatedSprite3D::play(const StringName &p_animation) {
if (p_animation) {
set_animation(p_animation);
}
_set_playing(true);
}
void AnimatedSprite3D::stop() {
_set_playing(false);
}
bool AnimatedSprite3D::is_playing() const {
return is_processing();
}
void AnimatedSprite3D::_reset_timeout() {
if (!playing) {
return;
}
if (frames.is_valid() && frames->has_animation(animation)) {
float speed = frames->get_animation_speed(animation);
if (speed > 0) {
timeout = 1.0 / speed;
} else {
timeout = 0;
}
} else {
timeout = 0;
}
}
void AnimatedSprite3D::set_animation(const StringName &p_animation) {
if (animation == p_animation) {
return;
}
animation = p_animation;
_reset_timeout();
set_frame(0);
_change_notify();
_queue_update();
}
StringName AnimatedSprite3D::get_animation() const {
return animation;
}
String AnimatedSprite3D::get_configuration_warning() const {
String warning = SpriteBase3D::get_configuration_warning();
if (frames.is_null()) {
if (warning != String()) {
warning += "\n\n";
}
warning += TTR("A SpriteFrames resource must be created or set in the \"Frames\" property in order for AnimatedSprite3D to display frames.");
}
return warning;
}
void AnimatedSprite3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sprite_frames", "sprite_frames"), &AnimatedSprite3D::set_sprite_frames);
ClassDB::bind_method(D_METHOD("get_sprite_frames"), &AnimatedSprite3D::get_sprite_frames);
ClassDB::bind_method(D_METHOD("set_animation", "animation"), &AnimatedSprite3D::set_animation);
ClassDB::bind_method(D_METHOD("get_animation"), &AnimatedSprite3D::get_animation);
ClassDB::bind_method(D_METHOD("_set_playing", "playing"), &AnimatedSprite3D::_set_playing);
ClassDB::bind_method(D_METHOD("_is_playing"), &AnimatedSprite3D::_is_playing);
ClassDB::bind_method(D_METHOD("play", "anim"), &AnimatedSprite3D::play, DEFVAL(StringName()));
ClassDB::bind_method(D_METHOD("stop"), &AnimatedSprite3D::stop);
ClassDB::bind_method(D_METHOD("is_playing"), &AnimatedSprite3D::is_playing);
ClassDB::bind_method(D_METHOD("set_frame", "frame"), &AnimatedSprite3D::set_frame);
ClassDB::bind_method(D_METHOD("get_frame"), &AnimatedSprite3D::get_frame);
ClassDB::bind_method(D_METHOD("_res_changed"), &AnimatedSprite3D::_res_changed);
ADD_SIGNAL(MethodInfo("frame_changed"));
ADD_SIGNAL(MethodInfo("animation_finished"));
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "frames", PROPERTY_HINT_RESOURCE_TYPE, "SpriteFrames"), "set_sprite_frames", "get_sprite_frames");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "animation"), "set_animation", "get_animation");
ADD_PROPERTY(PropertyInfo(Variant::INT, "frame"), "set_frame", "get_frame");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "playing"), "_set_playing", "_is_playing");
}
AnimatedSprite3D::AnimatedSprite3D() {
frame = 0;
playing = false;
animation = "default";
timeout = 0;
}