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6f0b4678e2
-=-=-=-=-=-=-=-=-=-= -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.
42 lines
886 B
C++
42 lines
886 B
C++
#ifndef IMMEDIATE_GEOMETRY_H
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#define IMMEDIATE_GEOMETRY_H
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#include "scene/3d/visual_instance.h"
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#include "scene/resources/mesh.h"
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class ImmediateGeometry : public GeometryInstance {
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OBJ_TYPE(ImmediateGeometry,GeometryInstance);
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RID im;
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List<Ref<Texture> > cached_textures;
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bool empty;
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AABB aabb;
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protected:
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static void _bind_methods();
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public:
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void begin(Mesh::PrimitiveType p_primitive,const Ref<Texture>& p_texture);
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void set_normal(const Vector3& p_normal);
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void set_tangent(const Plane& p_tangent);
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void set_color(const Color& p_color);
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void set_uv(const Vector2& tex_uv);
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void set_uv2(const Vector2& tex_uv);
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void add_vertex(const Vector3& p_vertex);
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void end();
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void clear();
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virtual AABB get_aabb() const;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const;
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ImmediateGeometry();
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~ImmediateGeometry();
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};
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#endif // IMMEDIATE_GEOMETRY_H
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