1aa2823fa3
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
229 lines
9.8 KiB
C++
229 lines
9.8 KiB
C++
/*************************************************************************/
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/* decal.cpp */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#include "decal.h"
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void Decal::set_extents(const Vector3 &p_extents) {
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extents = p_extents;
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RS::get_singleton()->decal_set_extents(decal, p_extents);
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update_gizmo();
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}
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Vector3 Decal::get_extents() const {
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return extents;
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}
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void Decal::set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture) {
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ERR_FAIL_INDEX(p_type, TEXTURE_MAX);
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textures[p_type] = p_texture;
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RID texture_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
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RS::get_singleton()->decal_set_texture(decal, RS::DecalTexture(p_type), texture_rid);
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}
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Ref<Texture2D> Decal::get_texture(DecalTexture p_type) const {
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ERR_FAIL_INDEX_V(p_type, TEXTURE_MAX, Ref<Texture2D>());
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return textures[p_type];
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}
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void Decal::set_emission_energy(float p_energy) {
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emission_energy = p_energy;
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RS::get_singleton()->decal_set_emission_energy(decal, emission_energy);
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}
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float Decal::get_emission_energy() const {
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return emission_energy;
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}
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void Decal::set_albedo_mix(float p_mix) {
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albedo_mix = p_mix;
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RS::get_singleton()->decal_set_albedo_mix(decal, albedo_mix);
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}
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float Decal::get_albedo_mix() const {
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return albedo_mix;
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}
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void Decal::set_upper_fade(float p_fade) {
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upper_fade = p_fade;
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RS::get_singleton()->decal_set_fade(decal, upper_fade, lower_fade);
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}
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float Decal::get_upper_fade() const {
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return upper_fade;
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}
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void Decal::set_lower_fade(float p_fade) {
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lower_fade = p_fade;
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RS::get_singleton()->decal_set_fade(decal, upper_fade, lower_fade);
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}
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float Decal::get_lower_fade() const {
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return lower_fade;
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}
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void Decal::set_normal_fade(float p_fade) {
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normal_fade = p_fade;
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RS::get_singleton()->decal_set_normal_fade(decal, normal_fade);
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}
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float Decal::get_normal_fade() const {
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return normal_fade;
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}
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void Decal::set_modulate(Color p_modulate) {
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modulate = p_modulate;
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RS::get_singleton()->decal_set_modulate(decal, p_modulate);
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}
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Color Decal::get_modulate() const {
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return modulate;
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}
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void Decal::set_enable_distance_fade(bool p_enable) {
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distance_fade_enabled = p_enable;
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RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
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}
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bool Decal::is_distance_fade_enabled() const {
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return distance_fade_enabled;
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}
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void Decal::set_distance_fade_begin(float p_distance) {
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distance_fade_begin = p_distance;
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RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
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}
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float Decal::get_distance_fade_begin() const {
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return distance_fade_begin;
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}
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void Decal::set_distance_fade_length(float p_length) {
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distance_fade_length = p_length;
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RS::get_singleton()->decal_set_distance_fade(decal, distance_fade_enabled, distance_fade_begin, distance_fade_length);
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}
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float Decal::get_distance_fade_length() const {
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return distance_fade_length;
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}
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void Decal::set_cull_mask(uint32_t p_layers) {
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cull_mask = p_layers;
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RS::get_singleton()->decal_set_cull_mask(decal, cull_mask);
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}
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uint32_t Decal::get_cull_mask() const {
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return cull_mask;
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}
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AABB Decal::get_aabb() const {
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AABB aabb;
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aabb.position = -extents;
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aabb.size = extents * 2.0;
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return aabb;
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}
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Vector<Face3> Decal::get_faces(uint32_t p_usage_flags) const {
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return Vector<Face3>();
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}
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void Decal::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_extents", "extents"), &Decal::set_extents);
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ClassDB::bind_method(D_METHOD("get_extents"), &Decal::get_extents);
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ClassDB::bind_method(D_METHOD("set_texture", "type", "texture"), &Decal::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture", "type"), &Decal::get_texture);
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ClassDB::bind_method(D_METHOD("set_emission_energy", "energy"), &Decal::set_emission_energy);
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ClassDB::bind_method(D_METHOD("get_emission_energy"), &Decal::get_emission_energy);
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ClassDB::bind_method(D_METHOD("set_albedo_mix", "energy"), &Decal::set_albedo_mix);
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ClassDB::bind_method(D_METHOD("get_albedo_mix"), &Decal::get_albedo_mix);
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ClassDB::bind_method(D_METHOD("set_modulate", "color"), &Decal::set_modulate);
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ClassDB::bind_method(D_METHOD("get_modulate"), &Decal::get_modulate);
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ClassDB::bind_method(D_METHOD("set_upper_fade", "fade"), &Decal::set_upper_fade);
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ClassDB::bind_method(D_METHOD("get_upper_fade"), &Decal::get_upper_fade);
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ClassDB::bind_method(D_METHOD("set_lower_fade", "fade"), &Decal::set_lower_fade);
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ClassDB::bind_method(D_METHOD("get_lower_fade"), &Decal::get_lower_fade);
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ClassDB::bind_method(D_METHOD("set_normal_fade", "fade"), &Decal::set_normal_fade);
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ClassDB::bind_method(D_METHOD("get_normal_fade"), &Decal::get_normal_fade);
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ClassDB::bind_method(D_METHOD("set_enable_distance_fade", "enable"), &Decal::set_enable_distance_fade);
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ClassDB::bind_method(D_METHOD("is_distance_fade_enabled"), &Decal::is_distance_fade_enabled);
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ClassDB::bind_method(D_METHOD("set_distance_fade_begin", "distance"), &Decal::set_distance_fade_begin);
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ClassDB::bind_method(D_METHOD("get_distance_fade_begin"), &Decal::get_distance_fade_begin);
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ClassDB::bind_method(D_METHOD("set_distance_fade_length", "distance"), &Decal::set_distance_fade_length);
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ClassDB::bind_method(D_METHOD("get_distance_fade_length"), &Decal::get_distance_fade_length);
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ClassDB::bind_method(D_METHOD("set_cull_mask", "mask"), &Decal::set_cull_mask);
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ClassDB::bind_method(D_METHOD("get_cull_mask"), &Decal::get_cull_mask);
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0,1024,0.001,or_greater"), "set_extents", "get_extents");
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ADD_GROUP("Textures", "texture_");
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_albedo", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ALBEDO);
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_normal", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_NORMAL);
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_orm", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_ORM);
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ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "texture_emission", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_EMISSION);
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ADD_GROUP("Parameters", "");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_energy", PROPERTY_HINT_RANGE, "0,128,0.01"), "set_emission_energy", "get_emission_energy");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "albedo_mix", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_albedo_mix", "get_albedo_mix");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "normal_fade", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_normal_fade", "get_normal_fade");
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ADD_GROUP("Vertical Fade", "");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "upper_fade", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_upper_fade", "get_upper_fade");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lower_fade", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_lower_fade", "get_lower_fade");
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ADD_GROUP("Distance Fade", "distance_fade_");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "distance_fade_enabled"), "set_enable_distance_fade", "is_distance_fade_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_begin"), "set_distance_fade_begin", "get_distance_fade_begin");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_length"), "set_distance_fade_length", "get_distance_fade_length");
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ADD_GROUP("Cull Mask", "");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "cull_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_cull_mask", "get_cull_mask");
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BIND_ENUM_CONSTANT(TEXTURE_ALBEDO);
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BIND_ENUM_CONSTANT(TEXTURE_NORMAL);
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BIND_ENUM_CONSTANT(TEXTURE_ORM);
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BIND_ENUM_CONSTANT(TEXTURE_EMISSION);
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BIND_ENUM_CONSTANT(TEXTURE_MAX);
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}
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Decal::Decal() {
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decal = RenderingServer::get_singleton()->decal_create();
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RS::get_singleton()->instance_set_base(get_instance(), decal);
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}
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Decal::~Decal() {
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RS::get_singleton()->free(decal);
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}
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