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- /**************************************************************************/
- /* renderer_geometry_instance.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "servers/rendering/renderer_geometry_instance.h"
- void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) {
- data->skeleton = p_skeleton;
- _mark_dirty();
- data->dirty_dependencies = true;
- }
- void RenderGeometryInstanceBase::set_material_override(RID p_override) {
- data->material_override = p_override;
- _mark_dirty();
- data->dirty_dependencies = true;
- }
- void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) {
- data->material_overlay = p_overlay;
- _mark_dirty();
- data->dirty_dependencies = true;
- }
- void RenderGeometryInstanceBase::set_surface_materials(const Vector<RID> &p_materials) {
- data->surface_materials = p_materials;
- _mark_dirty();
- data->dirty_dependencies = true;
- }
- void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) {
- mesh_instance = p_mesh_instance;
- _mark_dirty();
- }
- void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
- transform = p_transform;
- mirror = p_transform.basis.determinant() < 0;
- data->aabb = p_aabb;
- transformed_aabb = p_transformed_aabb;
- Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
- // handle non uniform scale here
- float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
- float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
- non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
- lod_model_scale = max_scale;
- }
- void RenderGeometryInstanceBase::set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) {
- sorting_offset = p_sorting_offset;
- use_aabb_center = p_use_aabb_center;
- }
- void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) {
- lod_bias = p_lod_bias;
- }
- void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) {
- layer_mask = p_layer_mask;
- }
- 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) {
- fade_near = p_enable_near;
- fade_near_begin = p_near_begin;
- fade_near_end = p_near_end;
- fade_far = p_enable_far;
- fade_far_begin = p_far_begin;
- fade_far_end = p_far_end;
- }
- void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) {
- parent_fade_alpha = p_alpha;
- }
- void RenderGeometryInstanceBase::set_transparency(float p_transparency) {
- force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
- }
- void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) {
- data->use_baked_light = p_enable;
- _mark_dirty();
- }
- void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) {
- data->use_dynamic_gi = p_enable;
- _mark_dirty();
- }
- void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) {
- shader_uniforms_offset = p_offset;
- _mark_dirty();
- }
- void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) {
- data->cast_double_sided_shadows = p_enable;
- _mark_dirty();
- }
- Transform3D RenderGeometryInstanceBase::get_transform() {
- return transform;
- }
- AABB RenderGeometryInstanceBase::get_aabb() {
- return data->aabb;
- }
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