/*************************************************************************/
/*  visual_instance_3d.h                                                 */
/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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#ifndef VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H

#include "scene/3d/node_3d.h"

class VisualInstance3D : public Node3D {
	GDCLASS(VisualInstance3D, Node3D);
	OBJ_CATEGORY("3D Visual Nodes");

	RID base;
	RID instance;
	uint32_t layers = 1;

	RID _get_visual_instance_rid() const;

protected:
	void _update_visibility();

	void _notification(int p_what);
	static void _bind_methods();

public:
	enum GetFacesFlags {
		FACES_SOLID = 1, // solid geometry
		FACES_ENCLOSING = 2,
		FACES_DYNAMIC = 4 // dynamic object geometry

	};

	RID get_instance() const;
	virtual AABB get_aabb() const = 0;
	virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const = 0;

	virtual AABB get_transformed_aabb() const; // helper

	void set_base(const RID &p_base);
	RID get_base() const;

	void set_layer_mask(uint32_t p_mask);
	uint32_t get_layer_mask() const;

	void set_layer_mask_value(int p_layer_number, bool p_enable);
	bool get_layer_mask_value(int p_layer_number) const;

	VisualInstance3D();
	~VisualInstance3D();
};

class GeometryInstance3D : public VisualInstance3D {
	GDCLASS(GeometryInstance3D, VisualInstance3D);

public:
	enum ShadowCastingSetting {
		SHADOW_CASTING_SETTING_OFF = RS::SHADOW_CASTING_SETTING_OFF,
		SHADOW_CASTING_SETTING_ON = RS::SHADOW_CASTING_SETTING_ON,
		SHADOW_CASTING_SETTING_DOUBLE_SIDED = RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
		SHADOW_CASTING_SETTING_SHADOWS_ONLY = RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
	};

	enum GIMode {
		GI_MODE_DISABLED,
		GI_MODE_BAKED,
		GI_MODE_DYNAMIC
	};

	enum LightmapScale {
		LIGHTMAP_SCALE_1X,
		LIGHTMAP_SCALE_2X,
		LIGHTMAP_SCALE_4X,
		LIGHTMAP_SCALE_8X,
		LIGHTMAP_SCALE_MAX,
	};

private:
	ShadowCastingSetting shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
	Ref<Material> material_override;

	float visibility_range_begin = 0.0;
	float visibility_range_end = 0.0;
	float visibility_range_begin_margin = 0.0;
	float visibility_range_end_margin = 0.0;

	Vector<NodePath> visibility_range_children;

	float lod_bias = 1.0;

	mutable HashMap<StringName, Variant> instance_uniforms;
	mutable HashMap<StringName, StringName> instance_uniform_property_remap;

	float extra_cull_margin = 0.0;
	LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X;
	GIMode gi_mode = GI_MODE_DISABLED;
	bool ignore_occlusion_culling = false;

	const StringName *_instance_uniform_get_remap(const StringName p_name) const;

protected:
	bool _set(const StringName &p_name, const Variant &p_value);
	bool _get(const StringName &p_name, Variant &r_ret) const;
	void _get_property_list(List<PropertyInfo> *p_list) const;

	void _notification(int p_what);
	static void _bind_methods();

public:
	void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
	ShadowCastingSetting get_cast_shadows_setting() const;

	void set_visibility_range_begin(float p_dist);
	float get_visibility_range_begin() const;

	void set_visibility_range_end(float p_dist);
	float get_visibility_range_end() const;

	void set_visibility_range_begin_margin(float p_dist);
	float get_visibility_range_begin_margin() const;

	void set_visibility_range_end_margin(float p_dist);
	float get_visibility_range_end_margin() const;

	void set_visibility_range_parent(const Node *p_parent);
	void clear_visibility_range_parent();

	void set_material_override(const Ref<Material> &p_material);
	Ref<Material> get_material_override() const;

	void set_extra_cull_margin(float p_margin);
	float get_extra_cull_margin() const;

	void set_lod_bias(float p_bias);
	float get_lod_bias() const;

	void set_gi_mode(GIMode p_mode);
	GIMode get_gi_mode() const;

	void set_lightmap_scale(LightmapScale p_scale);
	LightmapScale get_lightmap_scale() const;

	void set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value);
	Variant get_shader_instance_uniform(const StringName &p_uniform) const;

	void set_custom_aabb(AABB aabb);

	void set_ignore_occlusion_culling(bool p_enabled);
	bool is_ignoring_occlusion_culling();

	TypedArray<String> get_configuration_warnings() const override;
	GeometryInstance3D();
};

VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale);
VARIANT_ENUM_CAST(GeometryInstance3D::GIMode);

#endif