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-rw-r--r--scene/3d/visual_instance_3d.cpp410
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diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp
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+/*************************************************************************/
+/* visual_instance_3d.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "visual_instance_3d.h"
+
+#include "scene/scene_string_names.h"
+#include "servers/rendering_server.h"
+#include "skeleton_3d.h"
+
+AABB VisualInstance3D::get_transformed_aabb() const {
+
+ return get_global_transform().xform(get_aabb());
+}
+
+void VisualInstance3D::_update_visibility() {
+
+ if (!is_inside_tree())
+ return;
+
+ _change_notify("visible");
+ RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
+}
+
+void VisualInstance3D::_notification(int p_what) {
+
+ switch (p_what) {
+
+ case NOTIFICATION_ENTER_WORLD: {
+
+ // CHECK SKELETON => moving skeleton attaching logic to MeshInstance
+ /*
+ Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
+ if (skeleton)
+ RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
+ */
+ ERR_FAIL_COND(get_world().is_null());
+ RenderingServer::get_singleton()->instance_set_scenario(instance, get_world()->get_scenario());
+ _update_visibility();
+
+ } break;
+ case NOTIFICATION_TRANSFORM_CHANGED: {
+
+ Transform gt = get_global_transform();
+ RenderingServer::get_singleton()->instance_set_transform(instance, gt);
+ } break;
+ case NOTIFICATION_EXIT_WORLD: {
+
+ RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
+ RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
+ //RS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
+
+ } break;
+ case NOTIFICATION_VISIBILITY_CHANGED: {
+
+ _update_visibility();
+ } break;
+ }
+}
+
+RID VisualInstance3D::get_instance() const {
+
+ return instance;
+}
+
+RID VisualInstance3D::_get_visual_instance_rid() const {
+
+ return instance;
+}
+
+void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
+
+ layers = p_mask;
+ RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
+}
+
+uint32_t VisualInstance3D::get_layer_mask() const {
+
+ return layers;
+}
+
+void VisualInstance3D::set_layer_mask_bit(int p_layer, bool p_enable) {
+ ERR_FAIL_INDEX(p_layer, 32);
+ if (p_enable) {
+ set_layer_mask(layers | (1 << p_layer));
+ } else {
+ set_layer_mask(layers & (~(1 << p_layer)));
+ }
+}
+
+bool VisualInstance3D::get_layer_mask_bit(int p_layer) const {
+ ERR_FAIL_INDEX_V(p_layer, 32, false);
+ return (layers & (1 << p_layer));
+}
+
+void VisualInstance3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance3D::_get_visual_instance_rid);
+ ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base);
+ ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base);
+ ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance3D::get_instance);
+ ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance3D::set_layer_mask);
+ ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask);
+ ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance3D::set_layer_mask_bit);
+ ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance3D::get_layer_mask_bit);
+
+ ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance3D::get_transformed_aabb);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
+}
+
+void VisualInstance3D::set_base(const RID &p_base) {
+
+ RenderingServer::get_singleton()->instance_set_base(instance, p_base);
+ base = p_base;
+}
+
+RID VisualInstance3D::get_base() const {
+
+ return base;
+}
+
+VisualInstance3D::VisualInstance3D() {
+
+ instance = RenderingServer::get_singleton()->instance_create();
+ RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
+ layers = 1;
+ set_notify_transform(true);
+}
+
+VisualInstance3D::~VisualInstance3D() {
+
+ RenderingServer::get_singleton()->free(instance);
+}
+
+void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
+
+ material_override = p_material;
+ RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
+}
+
+Ref<Material> GeometryInstance3D::get_material_override() const {
+
+ return material_override;
+}
+
+void GeometryInstance3D::set_lod_min_distance(float p_dist) {
+
+ lod_min_distance = p_dist;
+ RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
+}
+
+float GeometryInstance3D::get_lod_min_distance() const {
+
+ return lod_min_distance;
+}
+
+void GeometryInstance3D::set_lod_max_distance(float p_dist) {
+
+ lod_max_distance = p_dist;
+ RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
+}
+
+float GeometryInstance3D::get_lod_max_distance() const {
+
+ return lod_max_distance;
+}
+
+void GeometryInstance3D::set_lod_min_hysteresis(float p_dist) {
+
+ lod_min_hysteresis = p_dist;
+ RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
+}
+
+float GeometryInstance3D::get_lod_min_hysteresis() const {
+
+ return lod_min_hysteresis;
+}
+
+void GeometryInstance3D::set_lod_max_hysteresis(float p_dist) {
+
+ lod_max_hysteresis = p_dist;
+ RS::get_singleton()->instance_geometry_set_draw_range(get_instance(), lod_min_distance, lod_max_distance, lod_min_hysteresis, lod_max_hysteresis);
+}
+
+float GeometryInstance3D::get_lod_max_hysteresis() const {
+
+ return lod_max_hysteresis;
+}
+
+void GeometryInstance3D::_notification(int p_what) {
+}
+
+const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringName p_name) const {
+ StringName *r = instance_uniform_property_remap.getptr(p_name);
+ if (!r) {
+ String s = p_name;
+ if (s.begins_with("shader_params/")) {
+ StringName name = s.replace("shader_params/", "");
+ instance_uniform_property_remap[p_name] = name;
+ return instance_uniform_property_remap.getptr(p_name);
+ }
+
+ return nullptr;
+ }
+
+ return r;
+}
+
+bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value) {
+ const StringName *r = _instance_uniform_get_remap(p_name);
+ if (r) {
+ set_shader_instance_uniform(*r, p_value);
+ return true;
+ }
+
+ return false;
+}
+
+bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
+ const StringName *r = _instance_uniform_get_remap(p_name);
+ if (r) {
+ r_ret = get_shader_instance_uniform(*r);
+ return true;
+ }
+
+ return false;
+}
+void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
+ List<PropertyInfo> pinfo;
+ RS::get_singleton()->instance_geometry_get_shader_parameter_list(get_instance(), &pinfo);
+ for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
+ PropertyInfo pi = E->get();
+ bool has_def_value = false;
+ Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), pi.name);
+ if (def_value.get_type() != Variant::NIL) {
+ has_def_value = true;
+ }
+ if (instance_uniforms.has(pi.name)) {
+ pi.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | (has_def_value ? (PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED) : 0);
+ } else {
+ pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : 0); //do not save if not changed
+ }
+
+ pi.name = "shader_params/" + pi.name;
+ p_list->push_back(pi);
+ }
+}
+
+void GeometryInstance3D::set_flag(Flags p_flag, bool p_value) {
+
+ ERR_FAIL_INDEX(p_flag, FLAG_MAX);
+ if (flags[p_flag] == p_value)
+ return;
+
+ flags[p_flag] = p_value;
+ RS::get_singleton()->instance_geometry_set_flag(get_instance(), (RS::InstanceFlags)p_flag, p_value);
+}
+
+bool GeometryInstance3D::get_flag(Flags p_flag) const {
+
+ ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false);
+
+ return flags[p_flag];
+}
+
+void GeometryInstance3D::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
+
+ shadow_casting_setting = p_shadow_casting_setting;
+
+ RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting);
+}
+
+GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const {
+
+ return shadow_casting_setting;
+}
+
+void GeometryInstance3D::set_extra_cull_margin(float p_margin) {
+
+ ERR_FAIL_COND(p_margin < 0);
+ extra_cull_margin = p_margin;
+ RS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
+}
+
+float GeometryInstance3D::get_extra_cull_margin() const {
+
+ return extra_cull_margin;
+}
+
+void GeometryInstance3D::set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value) {
+
+ if (p_value.get_type() == Variant::NIL) {
+ Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), p_uniform);
+ RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, def_value);
+ instance_uniforms.erase(p_value);
+ } else {
+ instance_uniforms[p_uniform] = p_value;
+ RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, p_value);
+ }
+}
+
+Variant GeometryInstance3D::get_shader_instance_uniform(const StringName &p_uniform) const {
+
+ return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_uniform);
+}
+void GeometryInstance3D::set_custom_aabb(AABB aabb) {
+
+ RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
+}
+
+void GeometryInstance3D::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance3D::set_material_override);
+ ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance3D::get_material_override);
+
+ ClassDB::bind_method(D_METHOD("set_flag", "flag", "value"), &GeometryInstance3D::set_flag);
+ ClassDB::bind_method(D_METHOD("get_flag", "flag"), &GeometryInstance3D::get_flag);
+
+ ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance3D::set_cast_shadows_setting);
+ ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance3D::get_cast_shadows_setting);
+
+ ClassDB::bind_method(D_METHOD("set_lod_max_hysteresis", "mode"), &GeometryInstance3D::set_lod_max_hysteresis);
+ ClassDB::bind_method(D_METHOD("get_lod_max_hysteresis"), &GeometryInstance3D::get_lod_max_hysteresis);
+
+ ClassDB::bind_method(D_METHOD("set_lod_max_distance", "mode"), &GeometryInstance3D::set_lod_max_distance);
+ ClassDB::bind_method(D_METHOD("get_lod_max_distance"), &GeometryInstance3D::get_lod_max_distance);
+
+ ClassDB::bind_method(D_METHOD("set_shader_instance_uniform", "uniform", "value"), &GeometryInstance3D::set_shader_instance_uniform);
+ ClassDB::bind_method(D_METHOD("get_shader_instance_uniform", "uniform"), &GeometryInstance3D::get_shader_instance_uniform);
+
+ ClassDB::bind_method(D_METHOD("set_lod_min_hysteresis", "mode"), &GeometryInstance3D::set_lod_min_hysteresis);
+ ClassDB::bind_method(D_METHOD("get_lod_min_hysteresis"), &GeometryInstance3D::get_lod_min_hysteresis);
+
+ ClassDB::bind_method(D_METHOD("set_lod_min_distance", "mode"), &GeometryInstance3D::set_lod_min_distance);
+ ClassDB::bind_method(D_METHOD("get_lod_min_distance"), &GeometryInstance3D::get_lod_min_distance);
+
+ ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin);
+ ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin);
+
+ ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb);
+
+ ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
+
+ ADD_GROUP("Geometry", "");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "ShaderMaterial,StandardMaterial3D", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_override", "get_material_override");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_in_baked_light"), "set_flag", "get_flag", FLAG_USE_BAKED_LIGHT);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "use_dynamic_gi"), "set_flag", "get_flag", FLAG_USE_DYNAMIC_GI);
+
+ ADD_GROUP("LOD", "lod_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_distance", "get_lod_min_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_min_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_min_hysteresis", "get_lod_min_hysteresis");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_distance", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_distance", "get_lod_max_distance");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_max_hysteresis", PROPERTY_HINT_RANGE, "0,32768,0.01"), "set_lod_max_hysteresis", "get_lod_max_hysteresis");
+
+ //ADD_SIGNAL( MethodInfo("visibility_changed"));
+
+ BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
+ BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
+ BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
+ BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
+
+ BIND_ENUM_CONSTANT(FLAG_USE_BAKED_LIGHT);
+ BIND_ENUM_CONSTANT(FLAG_USE_DYNAMIC_GI);
+ BIND_ENUM_CONSTANT(FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
+ BIND_ENUM_CONSTANT(FLAG_MAX);
+}
+
+GeometryInstance3D::GeometryInstance3D() {
+ lod_min_distance = 0;
+ lod_max_distance = 0;
+ lod_min_hysteresis = 0;
+ lod_max_hysteresis = 0;
+
+ for (int i = 0; i < FLAG_MAX; i++) {
+ flags[i] = false;
+ }
+
+ shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
+ extra_cull_margin = 0;
+ //RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
+}