godot/scene/3d/visual_instance_3d.h
Juan Linietsky 0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00

163 lines
5.6 KiB
C++

/*************************************************************************/
/* visual_instance_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* the following conditions: */
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/* The above copyright notice and this permission notice shall be */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H
#include "core/math/face3.h"
#include "core/rid.h"
#include "scene/3d/node_3d.h"
#include "scene/resources/material.h"
class VisualInstance3D : public Node3D {
GDCLASS(VisualInstance3D, Node3D);
OBJ_CATEGORY("3D Visual Nodes");
RID base;
RID instance;
uint32_t layers;
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_bit(int p_layer, bool p_enable);
bool get_layer_mask_bit(int p_layer) const;
VisualInstance3D();
~VisualInstance3D();
};
class GeometryInstance3D : public VisualInstance3D {
GDCLASS(GeometryInstance3D, VisualInstance3D);
public:
enum Flags {
FLAG_USE_BAKED_LIGHT = RS::INSTANCE_FLAG_USE_BAKED_LIGHT,
FLAG_USE_DYNAMIC_GI = RS::INSTANCE_FLAG_USE_DYNAMIC_GI,
FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
FLAG_MAX = RS::INSTANCE_FLAG_MAX,
};
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
};
private:
bool flags[FLAG_MAX];
ShadowCastingSetting shadow_casting_setting;
Ref<Material> material_override;
float lod_min_distance;
float lod_max_distance;
float lod_min_hysteresis;
float lod_max_hysteresis;
mutable HashMap<StringName, Variant> instance_uniforms;
mutable HashMap<StringName, StringName> instance_uniform_property_remap;
float extra_cull_margin;
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_flag(Flags p_flag, bool p_value);
bool get_flag(Flags p_flag) const;
void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
ShadowCastingSetting get_cast_shadows_setting() const;
void set_lod_min_distance(float p_dist);
float get_lod_min_distance() const;
void set_lod_max_distance(float p_dist);
float get_lod_max_distance() const;
void set_lod_min_hysteresis(float p_dist);
float get_lod_min_hysteresis() const;
void set_lod_max_hysteresis(float p_dist);
float get_lod_max_hysteresis() const;
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_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);
GeometryInstance3D();
};
VARIANT_ENUM_CAST(GeometryInstance3D::Flags);
VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
#endif