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-rw-r--r--servers/rendering/renderer_geometry_instance.cpp138
1 files changed, 138 insertions, 0 deletions
diff --git a/servers/rendering/renderer_geometry_instance.cpp b/servers/rendering/renderer_geometry_instance.cpp
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+++ b/servers/rendering/renderer_geometry_instance.cpp
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+/*************************************************************************/
+/* renderer_geometry_instance.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 "servers/rendering/renderer_geometry_instance.h"
+
+void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) {
+ data->skeleton = p_skeleton;
+
+ _mark_dirty();
+ data->dirty_dependencies = true;
+}
+
+void RenderGeometryInstanceBase::set_material_override(RID p_override) {
+ data->material_override = p_override;
+
+ _mark_dirty();
+ data->dirty_dependencies = true;
+}
+
+void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) {
+ data->material_overlay = p_overlay;
+
+ _mark_dirty();
+ data->dirty_dependencies = true;
+}
+
+void RenderGeometryInstanceBase::set_surface_materials(const Vector<RID> &p_materials) {
+ data->surface_materials = p_materials;
+
+ _mark_dirty();
+ data->dirty_dependencies = true;
+}
+
+void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) {
+ mesh_instance = p_mesh_instance;
+
+ _mark_dirty();
+}
+
+void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ transform = p_transform;
+ mirror = p_transform.basis.determinant() < 0;
+ data->aabb = p_aabb;
+ transformed_aabb = p_transformed_aabb;
+
+ Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
+ // handle non uniform scale here
+
+ float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
+ float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+ non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
+
+ lod_model_scale = max_scale;
+}
+
+void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) {
+ lod_bias = p_lod_bias;
+}
+
+void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) {
+ layer_mask = p_layer_mask;
+}
+
+void RenderGeometryInstanceBase::set_fade_range(bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
+ fade_near = p_enable_near;
+ fade_near_begin = p_near_begin;
+ fade_near_end = p_near_end;
+ fade_far = p_enable_far;
+ fade_far_begin = p_far_begin;
+ fade_far_end = p_far_end;
+}
+
+void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) {
+ parent_fade_alpha = p_alpha;
+}
+
+void RenderGeometryInstanceBase::set_transparency(float p_transparency) {
+ force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
+}
+
+void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) {
+ data->use_baked_light = p_enable;
+
+ _mark_dirty();
+}
+
+void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) {
+ data->use_dynamic_gi = p_enable;
+
+ _mark_dirty();
+}
+
+void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) {
+ shader_uniforms_offset = p_offset;
+
+ _mark_dirty();
+}
+
+void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) {
+ data->cast_double_sided_shadows = p_enable;
+
+ _mark_dirty();
+}
+
+Transform3D RenderGeometryInstanceBase::get_transform() {
+ return transform;
+}
+
+AABB RenderGeometryInstanceBase::get_aabb() {
+ return data->aabb;
+}