fyrox_impl/scene/decal.rs
1// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
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20
21//! Decal is an image that gets projected to a geometry of a scene.
22//!
23//! For more info see [`Decal`]
24
25use crate::{
26 core::{
27 color::Color,
28 math::aabb::AxisAlignedBoundingBox,
29 pool::Handle,
30 reflect::prelude::*,
31 type_traits::prelude::*,
32 uuid::{uuid, Uuid},
33 variable::InheritableVariable,
34 visitor::prelude::*,
35 },
36 resource::texture::TextureResource,
37 scene::node::constructor::NodeConstructor,
38 scene::{
39 base::{Base, BaseBuilder},
40 graph::Graph,
41 node::{Node, NodeTrait},
42 },
43};
44use fyrox_graph::constructor::ConstructorProvider;
45use fyrox_graph::BaseSceneGraph;
46use std::ops::{Deref, DerefMut};
47
48/// Decal is an image that gets projected to a geometry of a scene. Blood splatters, bullet holes, scratches
49/// etc. are done via decals.
50///
51/// # Size and transformations
52///
53/// A decal defines a cube that projects a texture on every pixel of a scene that got into the cube. Exact cube
54/// size is defines by decal's `local scale`. For example, if you have a decal with scale (1.0, 2.0, 0.1) then
55/// the size of the cube (in local coordinates) will be `width = 1.0`, `height = 2.0`, `depth = 0.1`. The decal
56/// can be rotated as any other scene node. Its final size and orientation is defined by the chain of
57/// transformations of parent nodes.
58///
59/// # Masking
60///
61/// Often you need to ensure that decal will be applied only on desired surfaces. For example a crack on the wall
62/// should not affect any surrounding objects, this can be achieved by using decal mask. Each decal has layer index,
63/// it will be drawn only if the index matches the index of the object that inside of decal bounds.
64///
65/// # Supported maps
66///
67/// Currently, only diffuse and normal maps are supported. Diffuse and normal maps will be automatically projected
68/// on the data stored in G-Buffer.
69///
70/// # Limitations
71///
72/// Current implementation works only with Deferred render path. Custom materials that uses Forward pass should
73/// implement decals manually.
74///
75/// # Performance
76///
77/// It should be noted that decals are not cheap, keep amount (and size) of decals at reasonable values! This
78/// means that unused decals (bullet holes for example) must be removed after some time.
79///
80/// # Example
81///
82/// ```
83/// # use fyrox_impl::{
84/// # asset::manager::ResourceManager,
85/// # core::pool::Handle,
86/// # scene::{
87/// # node::Node,
88/// # graph::Graph,
89/// # decal::DecalBuilder,
90/// # base::BaseBuilder,
91/// # transform::TransformBuilder
92/// # },
93/// # core::algebra::Vector3
94/// # };
95/// # use fyrox_impl::resource::texture::Texture;
96///
97/// fn create_bullet_hole(resource_manager: ResourceManager, graph: &mut Graph) -> Handle<Node> {
98/// DecalBuilder::new(
99/// BaseBuilder::new()
100/// .with_local_transform(
101/// TransformBuilder::new()
102/// .with_local_scale(Vector3::new(2.0, 2.0, 2.0))
103/// .build()
104/// ))
105/// .with_diffuse_texture(resource_manager.request::<Texture>("bullet_hole.png"))
106/// .build(graph)
107/// }
108/// ```
109#[derive(Debug, Visit, Default, Clone, Reflect, ComponentProvider)]
110pub struct Decal {
111 base: Base,
112
113 #[reflect(setter = "set_diffuse_texture")]
114 diffuse_texture: InheritableVariable<Option<TextureResource>>,
115
116 #[reflect(setter = "set_normal_texture")]
117 normal_texture: InheritableVariable<Option<TextureResource>>,
118
119 #[reflect(setter = "set_color")]
120 color: InheritableVariable<Color>,
121
122 #[reflect(min_value = 0.0)]
123 #[reflect(setter = "set_layer")]
124 layer: InheritableVariable<u8>,
125}
126
127impl Deref for Decal {
128 type Target = Base;
129
130 fn deref(&self) -> &Self::Target {
131 &self.base
132 }
133}
134
135impl DerefMut for Decal {
136 fn deref_mut(&mut self) -> &mut Self::Target {
137 &mut self.base
138 }
139}
140
141impl TypeUuidProvider for Decal {
142 fn type_uuid() -> Uuid {
143 uuid!("c4d24e48-edd1-4fb2-ad82-4b3d3ea985d8")
144 }
145}
146
147impl Decal {
148 /// Sets new diffuse texture.
149 pub fn set_diffuse_texture(
150 &mut self,
151 diffuse_texture: Option<TextureResource>,
152 ) -> Option<TextureResource> {
153 std::mem::replace(
154 self.diffuse_texture.get_value_mut_and_mark_modified(),
155 diffuse_texture,
156 )
157 }
158
159 /// Returns current diffuse texture.
160 pub fn diffuse_texture(&self) -> Option<&TextureResource> {
161 self.diffuse_texture.as_ref()
162 }
163
164 /// Returns current diffuse texture.
165 pub fn diffuse_texture_value(&self) -> Option<TextureResource> {
166 (*self.diffuse_texture).clone()
167 }
168
169 /// Sets new normal texture.
170 pub fn set_normal_texture(
171 &mut self,
172 normal_texture: Option<TextureResource>,
173 ) -> Option<TextureResource> {
174 std::mem::replace(
175 self.normal_texture.get_value_mut_and_mark_modified(),
176 normal_texture,
177 )
178 }
179
180 /// Returns current normal texture.
181 pub fn normal_texture(&self) -> Option<&TextureResource> {
182 self.normal_texture.as_ref()
183 }
184
185 /// Returns current normal texture.
186 pub fn normal_texture_value(&self) -> Option<TextureResource> {
187 (*self.normal_texture).clone()
188 }
189
190 /// Sets new color for the decal.
191 pub fn set_color(&mut self, color: Color) -> Color {
192 self.color.set_value_and_mark_modified(color)
193 }
194
195 /// Returns current color of the decal.
196 pub fn color(&self) -> Color {
197 *self.color
198 }
199
200 /// Sets layer index of the decal. Layer index allows you to apply decals only on desired
201 /// surfaces. For example, static geometry could have `index == 0` and dynamic `index == 1`.
202 /// To "filter" decals all you need to do is to set appropriate layer index to decal, for
203 /// example blood splatter decal will have `index == 0` in this case. In case of dynamic
204 /// objects (like bots, etc.) index will be 1.
205 pub fn set_layer(&mut self, layer: u8) -> u8 {
206 self.layer.set_value_and_mark_modified(layer)
207 }
208
209 /// Returns current layer index.
210 pub fn layer(&self) -> u8 {
211 *self.layer
212 }
213}
214
215impl ConstructorProvider<Node, Graph> for Decal {
216 fn constructor() -> NodeConstructor {
217 NodeConstructor::new::<Self>().with_variant("Decal", |_| {
218 DecalBuilder::new(BaseBuilder::new().with_name("Decal"))
219 .build_node()
220 .into()
221 })
222 }
223}
224
225impl NodeTrait for Decal {
226 /// Returns current **local-space** bounding box.
227 #[inline]
228 fn local_bounding_box(&self) -> AxisAlignedBoundingBox {
229 // TODO: Maybe calculate AABB using frustum corners?
230 self.base.local_bounding_box()
231 }
232
233 /// Returns current **world-space** bounding box.
234 fn world_bounding_box(&self) -> AxisAlignedBoundingBox {
235 self.base.world_bounding_box()
236 }
237
238 fn id(&self) -> Uuid {
239 Self::type_uuid()
240 }
241}
242
243/// Allows you to create a Decal in a declarative manner.
244pub struct DecalBuilder {
245 base_builder: BaseBuilder,
246 diffuse_texture: Option<TextureResource>,
247 normal_texture: Option<TextureResource>,
248 color: Color,
249 layer: u8,
250}
251
252impl DecalBuilder {
253 /// Creates a new instance of the builder.
254 pub fn new(base_builder: BaseBuilder) -> Self {
255 Self {
256 base_builder,
257 diffuse_texture: None,
258 normal_texture: None,
259 color: Color::opaque(255, 255, 255),
260 layer: 0,
261 }
262 }
263
264 /// Sets desired diffuse texture.
265 pub fn with_diffuse_texture(mut self, diffuse_texture: TextureResource) -> Self {
266 self.diffuse_texture = Some(diffuse_texture);
267 self
268 }
269
270 /// Sets desired normal texture.
271 pub fn with_normal_texture(mut self, normal_texture: TextureResource) -> Self {
272 self.normal_texture = Some(normal_texture);
273 self
274 }
275
276 /// Sets desired decal color.
277 pub fn with_color(mut self, color: Color) -> Self {
278 self.color = color;
279 self
280 }
281
282 /// Sets desired layer index.
283 pub fn with_layer(mut self, layer: u8) -> Self {
284 self.layer = layer;
285 self
286 }
287
288 /// Creates new Decal node.
289 pub fn build_decal(self) -> Decal {
290 Decal {
291 base: self.base_builder.build_base(),
292 diffuse_texture: self.diffuse_texture.into(),
293 normal_texture: self.normal_texture.into(),
294 color: self.color.into(),
295 layer: self.layer.into(),
296 }
297 }
298
299 /// Creates new Decal node.
300 pub fn build_node(self) -> Node {
301 Node::new(self.build_decal())
302 }
303
304 /// Creates new instance of Decal node and puts it in the given graph.
305 pub fn build(self, graph: &mut Graph) -> Handle<Node> {
306 graph.add_node(self.build_node())
307 }
308}