godot/scene/3d/decal.h

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/*************************************************************************/
/* decal.h */
/*************************************************************************/
/* 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 */
/* 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 DECAL_H
#define DECAL_H
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/texture.h"
#include "servers/rendering_server.h"
class Decal : public VisualInstance3D {
GDCLASS(Decal, VisualInstance3D);
public:
enum DecalTexture {
TEXTURE_ALBEDO,
TEXTURE_NORMAL,
TEXTURE_ORM,
TEXTURE_EMISSION,
TEXTURE_MAX
};
private:
RID decal;
Vector3 extents = Vector3(1, 1, 1);
Ref<Texture2D> textures[TEXTURE_MAX];
float emission_energy = 1.0;
float albedo_mix = 1.0;
Color modulate = Color(1, 1, 1, 1);
uint32_t cull_mask = (1 << 20) - 1;
float normal_fade = 0.0;
float upper_fade = 0.3;
float lower_fade = 0.3;
bool distance_fade_enabled = false;
float distance_fade_begin = 10.0;
float distance_fade_length = 1.0;
protected:
static void _bind_methods();
public:
void set_extents(const Vector3 &p_extents);
Vector3 get_extents() const;
void set_texture(DecalTexture p_type, const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_texture(DecalTexture p_type) const;
void set_emission_energy(float p_energy);
float get_emission_energy() const;
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void set_albedo_mix(float p_mix);
float get_albedo_mix() const;
void set_modulate(Color p_modulate);
Color get_modulate() const;
void set_upper_fade(float p_energy);
float get_upper_fade() const;
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void set_lower_fade(float p_fade);
float get_lower_fade() const;
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void set_normal_fade(float p_fade);
float get_normal_fade() const;
void set_enable_distance_fade(bool p_enable);
bool is_distance_fade_enabled() const;
void set_distance_fade_begin(float p_distance);
float get_distance_fade_begin() const;
void set_distance_fade_length(float p_length);
float get_distance_fade_length() const;
void set_cull_mask(uint32_t p_layers);
uint32_t get_cull_mask() const;
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virtual AABB get_aabb() const override;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
Decal();
~Decal();
};
VARIANT_ENUM_CAST(Decal::DecalTexture);
#endif // DECAL_H