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	-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
		
			
				
	
	
		
			102 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			102 lines
		
	
	
	
		
			2.4 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "immediate_geometry.h"
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void ImmediateGeometry::begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture) {
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	VS::get_singleton()->immediate_begin(im,(VS::PrimitiveType)p_primitive,p_texture.is_valid()?p_texture->get_rid():RID());
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	if (p_texture.is_valid())
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		cached_textures.push_back(p_texture);
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}
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void ImmediateGeometry::set_normal(const Vector3& p_normal){
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	VS::get_singleton()->immediate_normal(im,p_normal);
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}
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void ImmediateGeometry::set_tangent(const Plane& p_tangent){
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	VS::get_singleton()->immediate_tangent(im,p_tangent);
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}
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void ImmediateGeometry::set_color(const Color& p_color){
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	VS::get_singleton()->immediate_color(im,p_color);
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}
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void ImmediateGeometry::set_uv(const Vector2& p_uv){
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	VS::get_singleton()->immediate_uv(im,p_uv);
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}
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void ImmediateGeometry::set_uv2(const Vector2& p_uv2){
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	VS::get_singleton()->immediate_uv2(im,p_uv2);
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}
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void ImmediateGeometry::add_vertex(const Vector3& p_vertex){
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	VS::get_singleton()->immediate_vertex(im,p_vertex);
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	if (empty) {
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		aabb.pos=p_vertex;
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		aabb.size=Vector3();
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	} else {
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		aabb.expand_to(p_vertex);
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	}
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}
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void ImmediateGeometry::end(){
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	VS::get_singleton()->immediate_end(im);
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}
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void ImmediateGeometry::clear(){
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	VS::get_singleton()->immediate_clear(im);
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	empty=true;
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	cached_textures.clear();
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}
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AABB ImmediateGeometry::get_aabb() const {
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	return aabb;
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}
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DVector<Face3> ImmediateGeometry::get_faces(uint32_t p_usage_flags) const {
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	return DVector<Face3>();
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}
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void ImmediateGeometry::_bind_methods() {
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	ObjectTypeDB::bind_method(_MD("begin","primitive","texture:Texture"),&ImmediateGeometry::begin);
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	ObjectTypeDB::bind_method(_MD("set_normal","normal"),&ImmediateGeometry::set_normal);
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	ObjectTypeDB::bind_method(_MD("set_tangent","tangent"),&ImmediateGeometry::set_tangent);
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	ObjectTypeDB::bind_method(_MD("set_color","color"),&ImmediateGeometry::set_color);
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	ObjectTypeDB::bind_method(_MD("set_uv","uv"),&ImmediateGeometry::set_uv);
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	ObjectTypeDB::bind_method(_MD("set_uv2","uv"),&ImmediateGeometry::set_uv2);
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	ObjectTypeDB::bind_method(_MD("add_vertex","color"),&ImmediateGeometry::add_vertex);
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	ObjectTypeDB::bind_method(_MD("end"),&ImmediateGeometry::end);
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	ObjectTypeDB::bind_method(_MD("clear"),&ImmediateGeometry::clear);
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}
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ImmediateGeometry::ImmediateGeometry() {
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	im = VisualServer::get_singleton()->immediate_create();
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	set_base(im);
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	empty=true;
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}
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ImmediateGeometry::~ImmediateGeometry() {
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	VisualServer::get_singleton()->free(im);
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}
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