Path: blob/master/servers/rendering/renderer_geometry_instance.h
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/**************************************************************************/1/* renderer_geometry_instance.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "core/math/rect2.h"33#include "core/math/transform_3d.h"34#include "core/templates/rid.h"35#include "storage/utilities.h"3637// API definition for our RenderGeometryInstance class so we can expose this through GDExtension in the near future38class RenderGeometryInstance {39public:40virtual ~RenderGeometryInstance() {}4142virtual void _mark_dirty() = 0;4344virtual void set_skeleton(RID p_skeleton) = 0;45virtual void set_material_override(RID p_override) = 0;46virtual void set_material_overlay(RID p_overlay) = 0;47virtual void set_surface_materials(const Vector<RID> &p_materials) = 0;48virtual void set_mesh_instance(RID p_mesh_instance) = 0;49virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) = 0;50virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) = 0;51virtual void set_lod_bias(float p_lod_bias) = 0;52virtual void set_layer_mask(uint32_t p_layer_mask) = 0;53virtual 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;54virtual void set_parent_fade_alpha(float p_alpha) = 0;55virtual void set_transparency(float p_transparency) = 0;56virtual void set_use_baked_light(bool p_enable) = 0;57virtual void set_use_dynamic_gi(bool p_enable) = 0;58virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) = 0;59virtual void set_lightmap_capture(const Color *p_sh9) = 0;60virtual void set_instance_shader_uniforms_offset(int32_t p_offset) = 0;61virtual void set_cast_double_sided_shadows(bool p_enable) = 0;6263virtual void reset_motion_vectors() = 0;6465virtual Transform3D get_transform() = 0;66virtual AABB get_aabb() = 0;6768virtual void clear_light_instances() = 0;69virtual void pair_light_instance(const RID p_light_instance, RS::LightType light_type, uint32_t placement_idx) = 0;70virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) = 0;71virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) = 0;72virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) = 0;7374virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) = 0;75};7677// Base implementation of RenderGeometryInstance shared by internal renderers.78class RenderGeometryInstanceBase : public RenderGeometryInstance {79public:80// setup81uint32_t base_flags = 0;82uint32_t flags_cache = 0;8384// used during rendering85float depth = 0;8687RID mesh_instance;8889Transform3D transform;90bool mirror = false;91AABB transformed_aabb;92bool non_uniform_scale = false;93float lod_model_scale = 1.0;94float lod_bias = 0.0;95float sorting_offset = 0.0;96bool use_aabb_center = true;9798uint32_t layer_mask = 1;99100bool fade_near = false;101float fade_near_begin = 0;102float fade_near_end = 0;103bool fade_far = false;104float fade_far_begin = 0;105float fade_far_end = 0;106107float parent_fade_alpha = 1.0;108float force_alpha = 1.0;109110int32_t shader_uniforms_offset = -1;111112struct Data {113//data used less often goes into regular heap114RID base;115RS::InstanceType base_type;116117RID skeleton;118Vector<RID> surface_materials;119RID material_override;120RID material_overlay;121AABB aabb;122123bool use_baked_light = false;124bool use_dynamic_gi = false;125bool cast_double_sided_shadows = false;126bool dirty_dependencies = false;127128DependencyTracker dependency_tracker;129};130131Data *data = nullptr;132133virtual void set_skeleton(RID p_skeleton) override;134virtual void set_material_override(RID p_override) override;135virtual void set_material_overlay(RID p_overlay) override;136virtual void set_surface_materials(const Vector<RID> &p_materials) override;137virtual void set_mesh_instance(RID p_mesh_instance) override;138virtual void set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;139virtual void set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) override;140virtual void set_lod_bias(float p_lod_bias) override;141virtual void set_layer_mask(uint32_t p_layer_mask) override;142virtual 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;143virtual void set_parent_fade_alpha(float p_alpha) override;144virtual void set_transparency(float p_transparency) override;145virtual void set_use_baked_light(bool p_enable) override;146virtual void set_use_dynamic_gi(bool p_enable) override;147virtual void set_instance_shader_uniforms_offset(int32_t p_offset) override;148virtual void set_cast_double_sided_shadows(bool p_enable) override;149150virtual void reset_motion_vectors() override;151152virtual Transform3D get_transform() override;153virtual AABB get_aabb() override;154};155156157