godot/scene/3d/sprite_3d.h
bruvzg be611c1c05
Implement Label3D node.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00

254 lines
7.1 KiB
C++

/*************************************************************************/
/* sprite_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef SPRITE_3D_H
#define SPRITE_3D_H
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/sprite_frames.h"
class SpriteBase3D : public GeometryInstance3D {
GDCLASS(SpriteBase3D, GeometryInstance3D);
mutable Ref<TriangleMesh> triangle_mesh; //cached
public:
enum DrawFlags {
FLAG_TRANSPARENT,
FLAG_SHADED,
FLAG_DOUBLE_SIDED,
FLAG_DISABLE_DEPTH_TEST,
FLAG_FIXED_SIZE,
FLAG_MAX
};
enum AlphaCutMode {
ALPHA_CUT_DISABLED,
ALPHA_CUT_DISCARD,
ALPHA_CUT_OPAQUE_PREPASS
};
private:
bool color_dirty = true;
Color color_accum;
SpriteBase3D *parent_sprite = nullptr;
List<SpriteBase3D *> children;
List<SpriteBase3D *>::Element *pI = nullptr;
bool centered = true;
Point2 offset;
bool hflip = false;
bool vflip = false;
Color modulate = Color(1, 1, 1, 1);
Vector3::Axis axis = Vector3::AXIS_Z;
real_t pixel_size = 0.01;
AABB aabb;
RID mesh;
RID material;
bool flags[FLAG_MAX] = {};
AlphaCutMode alpha_cut = ALPHA_CUT_DISABLED;
StandardMaterial3D::BillboardMode billboard_mode = StandardMaterial3D::BILLBOARD_DISABLED;
StandardMaterial3D::TextureFilter texture_filter = StandardMaterial3D::TEXTURE_FILTER_LINEAR_WITH_MIPMAPS;
bool pending_update = false;
void _im_update();
void _propagate_color_changed();
protected:
Color _get_color_accum();
void _notification(int p_what);
static void _bind_methods();
virtual void _draw() = 0;
_FORCE_INLINE_ void set_aabb(const AABB &p_aabb) { aabb = p_aabb; }
_FORCE_INLINE_ RID &get_mesh() { return mesh; }
_FORCE_INLINE_ RID &get_material() { return material; }
uint32_t mesh_surface_offsets[RS::ARRAY_MAX];
PackedByteArray vertex_buffer;
PackedByteArray attribute_buffer;
uint32_t vertex_stride;
uint32_t attrib_stride;
uint32_t skin_stride;
uint32_t mesh_surface_format;
void _queue_update();
public:
void set_centered(bool p_center);
bool is_centered() const;
void set_offset(const Point2 &p_offset);
Point2 get_offset() const;
void set_flip_h(bool p_flip);
bool is_flipped_h() const;
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
void set_modulate(const Color &p_color);
Color get_modulate() const;
void set_pixel_size(real_t p_amount);
real_t get_pixel_size() const;
void set_axis(Vector3::Axis p_axis);
Vector3::Axis get_axis() const;
void set_draw_flag(DrawFlags p_flag, bool p_enable);
bool get_draw_flag(DrawFlags p_flag) const;
void set_alpha_cut_mode(AlphaCutMode p_mode);
AlphaCutMode get_alpha_cut_mode() const;
void set_billboard_mode(StandardMaterial3D::BillboardMode p_mode);
StandardMaterial3D::BillboardMode get_billboard_mode() const;
void set_texture_filter(StandardMaterial3D::TextureFilter p_filter);
StandardMaterial3D::TextureFilter get_texture_filter() const;
virtual Rect2 get_item_rect() const = 0;
virtual AABB get_aabb() const override;
Ref<TriangleMesh> generate_triangle_mesh() const;
SpriteBase3D();
~SpriteBase3D();
};
class Sprite3D : public SpriteBase3D {
GDCLASS(Sprite3D, SpriteBase3D);
Ref<Texture2D> texture;
bool region = false;
Rect2 region_rect;
int frame = 0;
int vframes = 1;
int hframes = 1;
RID last_shader;
RID last_texture;
protected:
virtual void _draw() override;
static void _bind_methods();
virtual void _validate_property(PropertyInfo &property) const override;
public:
void set_texture(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture() const;
void set_region_enabled(bool p_region);
bool is_region_enabled() const;
void set_region_rect(const Rect2 &p_region_rect);
Rect2 get_region_rect() const;
void set_frame(int p_frame);
int get_frame() const;
void set_frame_coords(const Vector2i &p_coord);
Vector2i get_frame_coords() const;
void set_vframes(int p_amount);
int get_vframes() const;
void set_hframes(int p_amount);
int get_hframes() const;
virtual Rect2 get_item_rect() const override;
Sprite3D();
//~Sprite3D();
};
class AnimatedSprite3D : public SpriteBase3D {
GDCLASS(AnimatedSprite3D, SpriteBase3D);
Ref<SpriteFrames> frames;
bool playing = false;
StringName animation = "default";
int frame = 0;
bool centered = false;
double timeout = 0.0;
void _res_changed();
void _reset_timeout();
void _set_playing(bool p_playing);
bool _is_playing() const;
RID last_shader;
RID last_texture;
protected:
virtual void _draw() override;
static void _bind_methods();
void _notification(int p_what);
virtual void _validate_property(PropertyInfo &property) const override;
public:
void set_sprite_frames(const Ref<SpriteFrames> &p_frames);
Ref<SpriteFrames> get_sprite_frames() const;
void play(const StringName &p_animation = StringName());
void stop();
bool is_playing() const;
void set_animation(const StringName &p_animation);
StringName get_animation() const;
void set_frame(int p_frame);
int get_frame() const;
virtual Rect2 get_item_rect() const override;
virtual TypedArray<String> get_configuration_warnings() const override;
AnimatedSprite3D();
};
VARIANT_ENUM_CAST(SpriteBase3D::DrawFlags);
VARIANT_ENUM_CAST(SpriteBase3D::AlphaCutMode);
#endif // SPRITE_3D_H