/**************************************************************************/ /* renderer_geometry_instance.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef RENDERER_GEOMETRY_INSTANCE_H #define RENDERER_GEOMETRY_INSTANCE_H #include "core/math/rect2.h" #include "core/math/transform_3d.h" #include "core/math/vector3.h" #include "core/templates/rid.h" #include "storage/utilities.h" // API definition for our RenderGeometryInstance class so we can expose this through GDExternal in the near future class RenderGeometryInstance { public: virtual ~RenderGeometryInstance() {} virtual void _mark_dirty() = 0; virtual void set_skeleton(RID p_skeleton) = 0; virtual void set_material_override(RID p_override) = 0; virtual void set_material_overlay(RID p_overlay) = 0; virtual void set_surface_materials(const Vector &p_materials) = 0; virtual void set_mesh_instance(RID p_mesh_instance) = 0; virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) = 0; virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) = 0; virtual void set_lod_bias(float p_lod_bias) = 0; virtual void set_layer_mask(uint32_t p_layer_mask) = 0; virtual void 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) = 0; virtual void set_parent_fade_alpha(float p_alpha) = 0; virtual void set_transparency(float p_transparency) = 0; virtual void set_use_baked_light(bool p_enable) = 0; virtual void set_use_dynamic_gi(bool p_enable) = 0; virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) = 0; virtual void set_lightmap_capture(const Color *p_sh9) = 0; virtual void set_instance_shader_uniforms_offset(int32_t p_offset) = 0; virtual void set_cast_double_sided_shadows(bool p_enable) = 0; virtual Transform3D get_transform() = 0; virtual AABB get_aabb() = 0; virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) = 0; virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) = 0; virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) = 0; virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) = 0; virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) = 0; }; // Base implementation of RenderGeometryInstance shared by internal renderers. class RenderGeometryInstanceBase : public RenderGeometryInstance { public: // setup uint32_t base_flags = 0; uint32_t flags_cache = 0; // used during rendering float depth = 0; RID mesh_instance; Transform3D transform; bool mirror = false; AABB transformed_aabb; bool non_uniform_scale = false; float lod_model_scale = 1.0; float lod_bias = 0.0; float sorting_offset = 0.0; bool use_aabb_center = true; uint32_t layer_mask = 1; bool fade_near = false; float fade_near_begin = 0; float fade_near_end = 0; bool fade_far = false; float fade_far_begin = 0; float fade_far_end = 0; float parent_fade_alpha = 1.0; float force_alpha = 1.0; int32_t shader_uniforms_offset = -1; struct Data { //data used less often goes into regular heap RID base; RS::InstanceType base_type; RID skeleton; Vector surface_materials; RID material_override; RID material_overlay; AABB aabb; bool use_baked_light = false; bool use_dynamic_gi = false; bool cast_double_sided_shadows = false; bool dirty_dependencies = false; DependencyTracker dependency_tracker; }; Data *data = nullptr; virtual void set_skeleton(RID p_skeleton) override; virtual void set_material_override(RID p_override) override; virtual void set_material_overlay(RID p_overlay) override; virtual void set_surface_materials(const Vector &p_materials) override; virtual void set_mesh_instance(RID p_mesh_instance) override; virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) override; virtual void set_lod_bias(float p_lod_bias) override; virtual void set_layer_mask(uint32_t p_layer_mask) override; virtual void 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) override; virtual void set_parent_fade_alpha(float p_alpha) override; virtual void set_transparency(float p_transparency) override; virtual void set_use_baked_light(bool p_enable) override; virtual void set_use_dynamic_gi(bool p_enable) override; virtual void set_instance_shader_uniforms_offset(int32_t p_offset) override; virtual void set_cast_double_sided_shadows(bool p_enable) override; virtual Transform3D get_transform() override; virtual AABB get_aabb() override; }; #endif // RENDERER_GEOMETRY_INSTANCE_H