diff options
Diffstat (limited to 'scene/3d/visual_instance_3d.cpp')
-rw-r--r-- | scene/3d/visual_instance_3d.cpp | 410 |
1 files changed, 410 insertions, 0 deletions
diff --git a/scene/3d/visual_instance_3d.cpp b/scene/3d/visual_instance_3d.cpp new file mode 100644 index 0000000000..604bc53422 --- /dev/null +++ b/scene/3d/visual_instance_3d.cpp @@ -0,0 +1,410 @@ +/*************************************************************************/ +/* 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); +} |