godot/servers/rendering/renderer_geometry_instance.h

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/**************************************************************************/
/* 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"
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// API definition for our RenderGeometryInstance class so we can expose this through GDExtension 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<RID> &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<RID> 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<RID> &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