a151a74a98
The new default values are more usable in real world scenarios when smooth fading of distant decals is desired for performance reasons. The Decal distance fade property hints were adjusted based on the GeometryInstance3D visibility range fade property hints. `or_greater` was also added to allow specifying larger values if needed.
115 lines
4.1 KiB
C++
115 lines
4.1 KiB
C++
/*************************************************************************/
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/* decal.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#ifndef DECAL_H
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#define DECAL_H
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#include "scene/3d/visual_instance_3d.h"
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class Decal : public VisualInstance3D {
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GDCLASS(Decal, VisualInstance3D);
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public:
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enum DecalTexture {
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TEXTURE_ALBEDO,
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TEXTURE_NORMAL,
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TEXTURE_ORM,
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TEXTURE_EMISSION,
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TEXTURE_MAX
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};
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private:
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RID decal;
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Vector3 extents = Vector3(1, 1, 1);
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Ref<Texture2D> textures[TEXTURE_MAX];
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real_t emission_energy = 1.0;
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real_t albedo_mix = 1.0;
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Color modulate = Color(1, 1, 1, 1);
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uint32_t cull_mask = (1 << 20) - 1;
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real_t normal_fade = 0.0;
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real_t upper_fade = 0.3;
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real_t lower_fade = 0.3;
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bool distance_fade_enabled = false;
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real_t distance_fade_begin = 40.0;
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real_t distance_fade_length = 10.0;
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &property) const override;
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public:
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virtual TypedArray<String> get_configuration_warnings() const override;
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void set_extents(const Vector3 &p_extents);
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Vector3 get_extents() const;
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void set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture);
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Ref<Texture2D> get_texture(DecalTexture p_type) const;
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void set_emission_energy(real_t p_energy);
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real_t get_emission_energy() const;
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void set_albedo_mix(real_t p_mix);
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real_t get_albedo_mix() const;
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void set_modulate(Color p_modulate);
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Color get_modulate() const;
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void set_upper_fade(real_t p_energy);
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real_t get_upper_fade() const;
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void set_lower_fade(real_t p_fade);
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real_t get_lower_fade() const;
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void set_normal_fade(real_t p_fade);
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real_t get_normal_fade() const;
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void set_enable_distance_fade(bool p_enable);
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bool is_distance_fade_enabled() const;
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void set_distance_fade_begin(real_t p_distance);
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real_t get_distance_fade_begin() const;
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void set_distance_fade_length(real_t p_length);
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real_t get_distance_fade_length() const;
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void set_cull_mask(uint32_t p_layers);
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uint32_t get_cull_mask() const;
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virtual AABB get_aabb() const override;
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Decal();
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~Decal();
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};
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VARIANT_ENUM_CAST(Decal::DecalTexture);
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#endif // DECAL_H
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