/*************************************************************************/ /* visual_instance_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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; } 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(get_parent()); if (skeleton) RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() ); */ ERR_FAIL_COND(get_world_3d().is_null()); RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario()); _update_visibility(); } break; case NOTIFICATION_TRANSFORM_CHANGED: { Transform3D 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()); set_notify_transform(true); } VisualInstance3D::~VisualInstance3D() { RenderingServer::get_singleton()->free(instance); } void GeometryInstance3D::set_material_override(const Ref &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 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; } #ifndef DISABLE_DEPRECATED if (p_name == SceneStringNames::get_singleton()->use_in_baked_light && bool(p_value)) { set_gi_mode(GI_MODE_BAKED); return true; } if (p_name == SceneStringNames::get_singleton()->use_dynamic_gi && bool(p_value)) { set_gi_mode(GI_MODE_DYNAMIC); return true; } #endif 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 *p_list) const { List pinfo; RS::get_singleton()->instance_geometry_get_shader_parameter_list(get_instance(), &pinfo); for (List::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_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_lod_bias(float p_bias) { ERR_FAIL_COND(p_bias < 0.0); lod_bias = p_bias; RS::get_singleton()->instance_geometry_set_lod_bias(get_instance(), lod_bias); } float GeometryInstance3D::get_lod_bias() const { return lod_bias; } 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::set_lightmap_scale(LightmapScale p_scale) { ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX); lightmap_scale = p_scale; } GeometryInstance3D::LightmapScale GeometryInstance3D::get_lightmap_scale() const { return lightmap_scale; } void GeometryInstance3D::set_gi_mode(GIMode p_mode) { switch (p_mode) { case GI_MODE_DISABLED: { RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false); } break; case GI_MODE_BAKED: { RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, true); RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false); } break; case GI_MODE_DYNAMIC: { RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false); RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, true); } break; } gi_mode = p_mode; } GeometryInstance3D::GIMode GeometryInstance3D::get_gi_mode() const { return gi_mode; } void GeometryInstance3D::set_ignore_occlusion_culling(bool p_enabled) { ignore_occlusion_culling = p_enabled; RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, ignore_occlusion_culling); } bool GeometryInstance3D::is_ignoring_occlusion_culling() { return ignore_occlusion_culling; } 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_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_bias", "bias"), &GeometryInstance3D::set_lod_bias); ClassDB::bind_method(D_METHOD("get_lod_bias"), &GeometryInstance3D::get_lod_bias); 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_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_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_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_lightmap_scale", "scale"), &GeometryInstance3D::set_lightmap_scale); ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance3D::get_lightmap_scale); ClassDB::bind_method(D_METHOD("set_gi_mode", "mode"), &GeometryInstance3D::set_gi_mode); ClassDB::bind_method(D_METHOD("get_gi_mode"), &GeometryInstance3D::get_gi_mode); ClassDB::bind_method(D_METHOD("set_ignore_occlusion_culling", "ignore_culling"), &GeometryInstance3D::set_ignore_occlusion_culling); ClassDB::bind_method(D_METHOD("is_ignoring_occlusion_culling"), &GeometryInstance3D::is_ignoring_occlusion_culling); 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_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling"); ADD_GROUP("Global Illumination", "gi_"); ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Baked,Dynamic"), "set_gi_mode", "get_gi_mode"); ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, "1x,2x,4x,8x"), "set_lightmap_scale", "get_lightmap_scale"); 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(GI_MODE_DISABLED); BIND_ENUM_CONSTANT(GI_MODE_BAKED); BIND_ENUM_CONSTANT(GI_MODE_DYNAMIC); BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X); BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X); BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X); BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X); BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX); } GeometryInstance3D::GeometryInstance3D() { //RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0); }