1 | /**************************************************************************/ |
2 | /* renderer_geometry_instance.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
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27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "servers/rendering/renderer_geometry_instance.h" |
32 | |
33 | void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) { |
34 | data->skeleton = p_skeleton; |
35 | |
36 | _mark_dirty(); |
37 | data->dirty_dependencies = true; |
38 | } |
39 | |
40 | void RenderGeometryInstanceBase::set_material_override(RID p_override) { |
41 | data->material_override = p_override; |
42 | |
43 | _mark_dirty(); |
44 | data->dirty_dependencies = true; |
45 | } |
46 | |
47 | void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) { |
48 | data->material_overlay = p_overlay; |
49 | |
50 | _mark_dirty(); |
51 | data->dirty_dependencies = true; |
52 | } |
53 | |
54 | void RenderGeometryInstanceBase::set_surface_materials(const Vector<RID> &p_materials) { |
55 | data->surface_materials = p_materials; |
56 | |
57 | _mark_dirty(); |
58 | data->dirty_dependencies = true; |
59 | } |
60 | |
61 | void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) { |
62 | mesh_instance = p_mesh_instance; |
63 | |
64 | _mark_dirty(); |
65 | } |
66 | |
67 | void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) { |
68 | transform = p_transform; |
69 | mirror = p_transform.basis.determinant() < 0; |
70 | data->aabb = p_aabb; |
71 | transformed_aabb = p_transformed_aabb; |
72 | |
73 | Vector3 model_scale_vec = p_transform.basis.get_scale_abs(); |
74 | // handle non uniform scale here |
75 | |
76 | float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z)); |
77 | float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z)); |
78 | non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9; |
79 | |
80 | lod_model_scale = max_scale; |
81 | } |
82 | |
83 | void RenderGeometryInstanceBase::set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) { |
84 | sorting_offset = p_sorting_offset; |
85 | use_aabb_center = p_use_aabb_center; |
86 | } |
87 | |
88 | void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) { |
89 | lod_bias = p_lod_bias; |
90 | } |
91 | |
92 | void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) { |
93 | layer_mask = p_layer_mask; |
94 | } |
95 | |
96 | 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) { |
97 | fade_near = p_enable_near; |
98 | fade_near_begin = p_near_begin; |
99 | fade_near_end = p_near_end; |
100 | fade_far = p_enable_far; |
101 | fade_far_begin = p_far_begin; |
102 | fade_far_end = p_far_end; |
103 | } |
104 | |
105 | void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) { |
106 | parent_fade_alpha = p_alpha; |
107 | } |
108 | |
109 | void RenderGeometryInstanceBase::set_transparency(float p_transparency) { |
110 | force_alpha = CLAMP(1.0 - p_transparency, 0, 1); |
111 | } |
112 | |
113 | void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) { |
114 | data->use_baked_light = p_enable; |
115 | |
116 | _mark_dirty(); |
117 | } |
118 | |
119 | void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) { |
120 | data->use_dynamic_gi = p_enable; |
121 | |
122 | _mark_dirty(); |
123 | } |
124 | |
125 | void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) { |
126 | shader_uniforms_offset = p_offset; |
127 | |
128 | _mark_dirty(); |
129 | } |
130 | |
131 | void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) { |
132 | data->cast_double_sided_shadows = p_enable; |
133 | |
134 | _mark_dirty(); |
135 | } |
136 | |
137 | Transform3D RenderGeometryInstanceBase::get_transform() { |
138 | return transform; |
139 | } |
140 | |
141 | AABB RenderGeometryInstanceBase::get_aabb() { |
142 | return data->aabb; |
143 | } |
144 | |