MaterialEditor::MaterialEditor() { viewport = memnew( Viewport ); Ref<World> world; world.instance(); viewport->set_world(world); //use own world add_child(viewport); viewport->set_disable_input(true); camera = memnew( Camera ); camera->set_transform(Transform(Matrix3(),Vector3(0,0,3))); camera->set_perspective(45,0.1,10); viewport->add_child(camera); light1 = memnew( DirectionalLight ); light1->set_transform(Transform().looking_at(Vector3(-1,-1,-1),Vector3(0,1,0))); viewport->add_child(light1); light2 = memnew( DirectionalLight ); light2->set_transform(Transform().looking_at(Vector3(0,1,0),Vector3(0,0,1))); light2->set_color(Light::COLOR_DIFFUSE,Color(0.7,0.7,0.7)); light2->set_color(Light::COLOR_SPECULAR,Color(0.7,0.7,0.7)); viewport->add_child(light2); sphere_instance = memnew( MeshInstance ); viewport->add_child(sphere_instance); box_instance = memnew( MeshInstance ); viewport->add_child(box_instance); Transform box_xform; box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25)); box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25)); box_xform.basis.scale(Vector3(0.8,0.8,0.8)); box_instance->set_transform(box_xform); { sphere_mesh.instance(); int lats=32; int lons=32; float radius=1.0; PoolVector<Vector3> vertices; PoolVector<Vector3> normals; PoolVector<Vector2> uvs; PoolVector<float> tangents; Matrix3 tt = Matrix3(Vector3(0,1,0),Math_PI*0.5); for(int i = 1; i <= lats; i++) { double lat0 = Math_PI * (-0.5 + (double) (i - 1) / lats); double z0 = Math::sin(lat0); double zr0 = Math::cos(lat0); double lat1 = Math_PI * (-0.5 + (double) i / lats); double z1 = Math::sin(lat1); double zr1 = Math::cos(lat1); for(int j = lons; j >= 1; j--) { double lng0 = 2 * Math_PI * (double) (j - 1) / lons; double x0 = Math::cos(lng0); double y0 = Math::sin(lng0); double lng1 = 2 * Math_PI * (double) (j) / lons; double x1 = Math::cos(lng1); double y1 = Math::sin(lng1); Vector3 v[4]={ Vector3(x1 * zr0, z0, y1 *zr0), Vector3(x1 * zr1, z1, y1 *zr1), Vector3(x0 * zr1, z1, y0 *zr1), Vector3(x0 * zr0, z0, y0 *zr0) }; #define ADD_POINT(m_idx) \ normals.push_back(v[m_idx]);\ vertices.push_back(v[m_idx]*radius);\ { Vector2 uv(Math::atan2(v[m_idx].x,v[m_idx].z),Math::atan2(-v[m_idx].y,v[m_idx].z));\ uv/=Math_PI;\ uv*=4.0;\ uv=uv*0.5+Vector2(0.5,0.5);\ uvs.push_back(uv);\ }\ { Vector3 t = tt.xform(v[m_idx]);\ tangents.push_back(t.x);\ tangents.push_back(t.y);\ tangents.push_back(t.z);\ tangents.push_back(1.0);\ } ADD_POINT(0); ADD_POINT(1); ADD_POINT(2); ADD_POINT(2); ADD_POINT(3); ADD_POINT(0); } } Array arr; arr.resize(VS::ARRAY_MAX); arr[VS::ARRAY_VERTEX]=vertices; arr[VS::ARRAY_NORMAL]=normals; arr[VS::ARRAY_TANGENT]=tangents; arr[VS::ARRAY_TEX_UV]=uvs; sphere_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,arr); sphere_instance->set_mesh(sphere_mesh); } { box_mesh.instance(); PoolVector<Vector3> vertices; PoolVector<Vector3> normals; PoolVector<float> tangents; PoolVector<Vector3> uvs; int vtx_idx=0; #define ADD_VTX(m_idx);\ vertices.push_back( face_points[m_idx] );\ normals.push_back( normal_points[m_idx] );\ tangents.push_back( normal_points[m_idx][1] );\ tangents.push_back( normal_points[m_idx][2] );\ tangents.push_back( normal_points[m_idx][0] );\ tangents.push_back( 1.0 );\ uvs.push_back( Vector3(uv_points[m_idx*2+0],uv_points[m_idx*2+1],0) );\ vtx_idx++;\ for (int i=0;i<6;i++) { Vector3 face_points[4]; Vector3 normal_points[4]; float uv_points[8]={0,0,0,1,1,1,1,0}; for (int j=0;j<4;j++) { float v[3]; v[0]=1.0; v[1]=1-2*((j>>1)&1); v[2]=v[1]*(1-2*(j&1)); for (int k=0;k<3;k++) { if (i<3) face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1); else face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1); } normal_points[j]=Vector3(); normal_points[j][i%3]=(i>=3?-1:1); } //tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); //tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); } Array d; d.resize(VS::ARRAY_MAX); d[VisualServer::ARRAY_NORMAL]= normals ; d[VisualServer::ARRAY_TANGENT]= tangents ; d[VisualServer::ARRAY_TEX_UV]= uvs ; d[VisualServer::ARRAY_VERTEX]= vertices ; PoolVector<int> indices; indices.resize(vertices.size()); for(int i=0;i<vertices.size();i++) indices.set(i,i); d[VisualServer::ARRAY_INDEX]=indices; box_mesh->add_surface(Mesh::PRIMITIVE_TRIANGLES,d); box_instance->set_mesh(box_mesh); box_instance->hide(); } set_custom_minimum_size(Size2(1,150)*EDSCALE); HBoxContainer *hb = memnew( HBoxContainer ); add_child(hb); hb->set_area_as_parent_rect(2); VBoxContainer *vb_shape = memnew( VBoxContainer ); hb->add_child(vb_shape); sphere_switch = memnew( TextureButton ); sphere_switch->set_toggle_mode(true); sphere_switch->set_pressed(true); vb_shape->add_child(sphere_switch); sphere_switch->connect("pressed",this,"_button_pressed",varray(sphere_switch)); box_switch = memnew( TextureButton ); box_switch->set_toggle_mode(true); box_switch->set_pressed(false); vb_shape->add_child(box_switch); box_switch->connect("pressed",this,"_button_pressed",varray(box_switch)); hb->add_spacer(); VBoxContainer *vb_light = memnew( VBoxContainer ); hb->add_child(vb_light); light_1_switch = memnew( TextureButton ); light_1_switch->set_toggle_mode(true); vb_light->add_child(light_1_switch); light_1_switch->connect("pressed",this,"_button_pressed",varray(light_1_switch)); light_2_switch = memnew( TextureButton ); light_2_switch->set_toggle_mode(true); vb_light->add_child(light_2_switch); light_2_switch->connect("pressed",this,"_button_pressed",varray(light_2_switch)); first_enter=true; }
void GIProbe::_create_debug_mesh(Baker *p_baker) { Ref<MultiMesh> mm; mm.instance(); mm->set_transform_format(MultiMesh::TRANSFORM_3D); mm->set_color_format(MultiMesh::COLOR_8BIT); print_line("leaf voxels: "+itos(p_baker->leaf_voxel_count)); mm->set_instance_count(p_baker->leaf_voxel_count); Ref<Mesh> mesh; mesh.instance(); { Array arr; arr.resize(Mesh::ARRAY_MAX); PoolVector<Vector3> vertices; PoolVector<Color> colors; int vtx_idx=0; #define ADD_VTX(m_idx);\ vertices.push_back( face_points[m_idx] );\ colors.push_back( Color(1,1,1,1) );\ vtx_idx++;\ for (int i=0;i<6;i++) { Vector3 face_points[4]; for (int j=0;j<4;j++) { float v[3]; v[0]=1.0; v[1]=1-2*((j>>1)&1); v[2]=v[1]*(1-2*(j&1)); for (int k=0;k<3;k++) { if (i<3) face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1); else face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1); } } //tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); //tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); } arr[Mesh::ARRAY_VERTEX]=vertices; arr[Mesh::ARRAY_COLOR]=colors; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES,arr); } { Ref<FixedSpatialMaterial> fsm; fsm.instance(); fsm->set_flag(FixedSpatialMaterial::FLAG_SRGB_VERTEX_COLOR,true); fsm->set_flag(FixedSpatialMaterial::FLAG_ALBEDO_FROM_VERTEX_COLOR,true); fsm->set_flag(FixedSpatialMaterial::FLAG_UNSHADED,true); fsm->set_albedo(Color(1,1,1,1)); mesh->surface_set_material(0,fsm); } mm->set_mesh(mesh); int idx=0; _debug_mesh(0,0,p_baker->po2_bounds,mm,idx,p_baker); MultiMeshInstance *mmi = memnew( MultiMeshInstance ); mmi->set_multimesh(mm); add_child(mmi); #ifdef TOOLS_ENABLED if (get_tree()->get_edited_scene_root()==this){ mmi->set_owner(this); } else { mmi->set_owner(get_owner()); } #else mmi->set_owner(get_owner()); #endif }
RID VisualServer::_make_test_cube() { DVector<Vector3> vertices; DVector<Vector3> normals; DVector<float> tangents; DVector<Vector3> uvs; int vtx_idx=0; #define ADD_VTX(m_idx);\ vertices.push_back( face_points[m_idx] );\ normals.push_back( normal_points[m_idx] );\ tangents.push_back( normal_points[m_idx][1] );\ tangents.push_back( normal_points[m_idx][2] );\ tangents.push_back( normal_points[m_idx][0] );\ tangents.push_back( 1.0 );\ uvs.push_back( Vector3(uv_points[m_idx*2+0],uv_points[m_idx*2+1],0) );\ vtx_idx++;\ for (int i=0;i<6;i++) { Vector3 face_points[4]; Vector3 normal_points[4]; float uv_points[8]={0,0,0,1,1,1,1,0}; for (int j=0;j<4;j++) { float v[3]; v[0]=1.0; v[1]=1-2*((j>>1)&1); v[2]=v[1]*(1-2*(j&1)); for (int k=0;k<3;k++) { if (i<3) face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1); else face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1); } normal_points[j]=Vector3(); normal_points[j][i%3]=(i>=3?-1:1); } //tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); //tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); } RID test_cube = mesh_create(); Array d; d.resize(VS::ARRAY_MAX); d[VisualServer::ARRAY_NORMAL]= normals ; d[VisualServer::ARRAY_TANGENT]= tangents ; d[VisualServer::ARRAY_TEX_UV]= uvs ; d[VisualServer::ARRAY_VERTEX]= vertices ; DVector<int> indices; indices.resize(vertices.size()); for(int i=0;i<vertices.size();i++) indices.set(i,i); d[VisualServer::ARRAY_INDEX]=indices; mesh_add_surface( test_cube, PRIMITIVE_TRIANGLES,d ); RID material = fixed_material_create(); //material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true); fixed_material_set_texture( material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() ); fixed_material_set_param( material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 ); fixed_material_set_param( material, FIXED_MATERIAL_PARAM_EMISSION, Vector3(0.2,0.2,0.2) ); fixed_material_set_param( material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) ); fixed_material_set_param( material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) ); mesh_surface_set_material(test_cube, 0, material ); return test_cube; }
void BakedLightEditor::_menu_option(int p_option) { switch(p_option) { case MENU_OPTION_BAKE: { ERR_FAIL_COND(!node); preview->set_mesh(Ref<Mesh>()); baker->base_inv=node->get_global_transform().affine_inverse(); baker->bake(node); baker->throw_rays(100000); float norm = baker->get_normalization(); float max_lum=0; print_line("CELLS: "+itos(baker->cell_count)); DVector<Color> colors; DVector<Vector3> vertices; colors.resize(baker->cell_count*36); vertices.resize(baker->cell_count*36); { DVector<Color>::Write cw=colors.write(); DVector<Vector3>::Write vw=vertices.write(); BakedLightBaker::Octant *oct = baker->leaf_list; int vert_idx=0; while(oct) { Color color; color.r=oct->light_accum[0]/norm; color.g=oct->light_accum[1]/norm; color.b=oct->light_accum[2]/norm; float lum = color.get_v(); if (lum>max_lum) max_lum=lum; for (int i=0;i<6;i++) { Vector3 face_points[4]; for (int j=0;j<4;j++) { float v[3]; v[0]=1.0; v[1]=1-2*((j>>1)&1); v[2]=v[1]*(1-2*(j&1)); for (int k=0;k<3;k++) { if (i<3) face_points[j][(i+k)%3]=v[k]*(i>=3?-1:1); else face_points[3-j][(i+k)%3]=v[k]*(i>=3?-1:1); } } for(int j=0;j<4;j++) { face_points[j]*=baker->cell_size; face_points[j]+=Vector3(oct->offset[0],oct->offset[1],oct->offset[2]); } #define ADD_VTX(m_idx) \ vw[vert_idx]=face_points[m_idx]; \ cw[vert_idx]=color; \ vert_idx++; //tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); //tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); #undef ADD_VTX } oct=oct->next_leaf; } } print_line("max lum: "+rtos(max_lum)); Array a; a.resize(Mesh::ARRAY_MAX); a[Mesh::ARRAY_VERTEX]=vertices; a[Mesh::ARRAY_COLOR]=colors; Ref<FixedMaterial> matcol = memnew( FixedMaterial ); matcol->set_fixed_flag(FixedMaterial::FLAG_USE_COLOR_ARRAY,true); matcol->set_fixed_flag(FixedMaterial::FLAG_USE_ALPHA,true); matcol->set_flag(FixedMaterial::FLAG_UNSHADED,true); matcol->set_flag(FixedMaterial::FLAG_DOUBLE_SIDED,true); matcol->set_parameter(FixedMaterial::PARAM_DIFFUSE,Color(1,1,1)); Ref<Mesh> m = memnew( Mesh ); m->add_surface(Mesh::PRIMITIVE_TRIANGLES,a); m->surface_set_material(0,matcol); preview->set_mesh(m); } break; case MENU_OPTION_CLEAR: { } break; } }