Base 3D engine done, still untested, though.

This commit is contained in:
Juan Linietsky
2019-08-18 19:40:52 -03:00
parent 7fa9785170
commit 449df8f688
50 changed files with 4913 additions and 1053 deletions

View File

@ -229,41 +229,68 @@ public:
ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1),
ARRAY_COMPRESS_VERTEX = 1 << (ARRAY_VERTEX + ARRAY_COMPRESS_BASE), // mandatory
ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_BONES = 1 << (ARRAY_BONES + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_WEIGHTS = 1 << (ARRAY_WEIGHTS + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE),
ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2
};
enum PrimitiveType {
PRIMITIVE_POINTS,
PRIMITIVE_LINES,
PRIMITIVE_LINE_STRIP,
PRIMITIVE_TRIANGLES,
PRIMITIVE_TRIANGLE_STRIP,
PRIMITIVE_MAX,
};
struct SurfaceData {
PrimitiveType primitive = PRIMITIVE_MAX;
uint32_t format = 0;
PoolVector<uint8_t> vertex_data;
uint32_t vertex_count = 0;
PoolVector<uint8_t> index_data;
uint32_t index_count = 0;
AABB aabb;
struct LOD {
float edge_length;
PoolVector<uint8_t> index_data;
};
Vector<LOD> lods;
Vector<AABB> bone_aabbs;
Vector<PoolVector<uint8_t> > blend_shapes;
RID material;
};
virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) = 0;
virtual RID mesh_create() = 0;
virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const;
virtual uint32_t mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const;
/// Returns stride
virtual uint32_t mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const;
virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT);
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) = 0;
virtual Error mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT);
Array mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const;
Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const;
Array mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const;
Dictionary mesh_surface_get_lods(RID p_mesh, int p_surface) const;
virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT);
virtual void mesh_add_surface(RID p_mesh, const SurfaceData &p_surface) = 0;
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0;
virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
enum BlendShapeMode {
@ -279,24 +306,8 @@ public:
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;
virtual SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0;
virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const = 0;
virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0;
virtual Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const;
virtual Array mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;
virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;
virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0;
virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0;
virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0;
Array _mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const;
virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0;
virtual int mesh_get_surface_count(RID p_mesh) const = 0;
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
@ -604,7 +615,6 @@ public:
};
virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 0;
virtual void viewport_set_vflip(RID p_viewport, bool p_enable) = 0;
enum ViewportClearMode {
@ -620,8 +630,6 @@ public:
virtual void viewport_set_hide_scenario(RID p_viewport, bool p_hide) = 0;
virtual void viewport_set_hide_canvas(RID p_viewport, bool p_hide) = 0;
virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0;
virtual void viewport_set_disable_3d(RID p_viewport, bool p_disable) = 0;
virtual void viewport_set_keep_3d_linear(RID p_viewport, bool p_disable) = 0;
virtual void viewport_attach_camera(RID p_viewport, RID p_camera) = 0;
virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0;
@ -648,16 +656,6 @@ public:
virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0;
enum ViewportUsage {
VIEWPORT_USAGE_2D,
VIEWPORT_USAGE_2D_NO_SAMPLING,
VIEWPORT_USAGE_3D,
VIEWPORT_USAGE_3D_NO_EFFECTS,
};
virtual void viewport_set_hdr(RID p_viewport, bool p_enabled) = 0;
virtual void viewport_set_usage(RID p_viewport, ViewportUsage p_usage) = 0;
enum ViewportRenderInfo {
VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME,
@ -1075,7 +1073,6 @@ VARIANT_ENUM_CAST(VisualServer::LightParam);
VARIANT_ENUM_CAST(VisualServer::ViewportUpdateMode);
VARIANT_ENUM_CAST(VisualServer::ViewportClearMode);
VARIANT_ENUM_CAST(VisualServer::ViewportMSAA);
VARIANT_ENUM_CAST(VisualServer::ViewportUsage);
VARIANT_ENUM_CAST(VisualServer::ViewportRenderInfo);
VARIANT_ENUM_CAST(VisualServer::ViewportDebugDraw);
VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode);