Esempio n. 1
0
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;

}
Esempio n. 2
0
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
}
Esempio n. 3
0
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;

	}
}