db22b7ded0
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
139 lines
5.0 KiB
C++
139 lines
5.0 KiB
C++
/*************************************************************************/
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/* renderer_geometry_instance.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "servers/rendering/renderer_geometry_instance.h"
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void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) {
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data->skeleton = p_skeleton;
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_mark_dirty();
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data->dirty_dependencies = true;
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}
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void RenderGeometryInstanceBase::set_material_override(RID p_override) {
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data->material_override = p_override;
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_mark_dirty();
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data->dirty_dependencies = true;
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}
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void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) {
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data->material_overlay = p_overlay;
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_mark_dirty();
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data->dirty_dependencies = true;
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}
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void RenderGeometryInstanceBase::set_surface_materials(const Vector<RID> &p_materials) {
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data->surface_materials = p_materials;
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_mark_dirty();
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data->dirty_dependencies = true;
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}
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void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) {
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mesh_instance = p_mesh_instance;
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_mark_dirty();
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}
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void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
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transform = p_transform;
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mirror = p_transform.basis.determinant() < 0;
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data->aabb = p_aabb;
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transformed_aabb = p_transformed_aabb;
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Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
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// handle non uniform scale here
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float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
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float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
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non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
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lod_model_scale = max_scale;
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}
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void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) {
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lod_bias = p_lod_bias;
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}
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void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) {
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layer_mask = p_layer_mask;
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}
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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) {
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fade_near = p_enable_near;
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fade_near_begin = p_near_begin;
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fade_near_end = p_near_end;
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fade_far = p_enable_far;
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fade_far_begin = p_far_begin;
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fade_far_end = p_far_end;
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}
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void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) {
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parent_fade_alpha = p_alpha;
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}
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void RenderGeometryInstanceBase::set_transparency(float p_transparency) {
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force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
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}
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void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) {
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data->use_baked_light = p_enable;
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_mark_dirty();
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}
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void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) {
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data->use_dynamic_gi = p_enable;
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_mark_dirty();
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}
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void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) {
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shader_uniforms_offset = p_offset;
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_mark_dirty();
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}
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void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) {
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data->cast_double_sided_shadows = p_enable;
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_mark_dirty();
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}
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Transform3D RenderGeometryInstanceBase::get_transform() {
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return transform;
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}
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AABB RenderGeometryInstanceBase::get_aabb() {
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return data->aabb;
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}
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