instance_uniforms.h 3.3 KB

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  1. /**************************************************************************/
  2. /* instance_uniforms.h */
  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 */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  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. #ifndef INSTANCE_UNIFORMS_H
  31. #define INSTANCE_UNIFORMS_H
  32. #include "core/variant/variant.h"
  33. #include "servers/rendering/storage/material_storage.h"
  34. class InstanceUniforms {
  35. public:
  36. void free(RID p_self);
  37. void materials_start();
  38. void materials_append(RID p_material);
  39. // Assign location() to instance offset if materials_finish returns true.
  40. bool materials_finish(RID p_self);
  41. Variant get(const StringName &p_name) const;
  42. void set(RID p_self, const StringName &p_name, const Variant &p_value);
  43. Variant get_default(const StringName &p_name) const;
  44. void get_property_list(List<PropertyInfo> &r_parameters) const;
  45. inline int32_t location() const { return _location; }
  46. inline bool is_allocated() const { return _location != -1; }
  47. private:
  48. struct Item {
  49. int32_t index = -1;
  50. int32_t flags = 0;
  51. Variant value;
  52. Variant default_value;
  53. PropertyInfo info;
  54. inline bool is_valid() const { return index != -1; }
  55. };
  56. int32_t _location = -1;
  57. HashMap<StringName, Item> _parameters;
  58. void _init_param(Item &r_item, const RendererMaterialStorage::InstanceShaderParam &p_param) const;
  59. void _invalidate_items();
  60. };
  61. #endif // INSTANCE_UNIFORMS_H