godot/scene/3d/visual_instance_3d.h
JFonS c571e4a7f4 Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.

The transparency value of any given GeometryInstance3D is affected by:
   - Its new "transparency" property.
   - Its own visiblity range when the new "visibility_range_fade_mode"
     property is set to "Self".
   - Its parent visibility range when the parent's fade mode is
     set to "Dependencies".

The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.

Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.

Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00

197 lines
6.8 KiB
C++

/*************************************************************************/
/* visual_instance_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/*************************************************************************/
#ifndef VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H
#include "scene/3d/node_3d.h"
class VisualInstance3D : public Node3D {
GDCLASS(VisualInstance3D, Node3D);
OBJ_CATEGORY("3D Visual Nodes");
RID base;
RID instance;
uint32_t layers = 1;
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_value(int p_layer_number, bool p_enable);
bool get_layer_mask_value(int p_layer_number) const;
VisualInstance3D();
~VisualInstance3D();
};
class GeometryInstance3D : public VisualInstance3D {
GDCLASS(GeometryInstance3D, VisualInstance3D);
public:
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
};
enum GIMode {
GI_MODE_DISABLED,
GI_MODE_BAKED,
GI_MODE_DYNAMIC
};
enum LightmapScale {
LIGHTMAP_SCALE_1X,
LIGHTMAP_SCALE_2X,
LIGHTMAP_SCALE_4X,
LIGHTMAP_SCALE_8X,
LIGHTMAP_SCALE_MAX,
};
enum VisibilityRangeFadeMode {
VISIBILITY_RANGE_FADE_DISABLED = RS::VISIBILITY_RANGE_FADE_DISABLED,
VISIBILITY_RANGE_FADE_SELF = RS::VISIBILITY_RANGE_FADE_SELF,
VISIBILITY_RANGE_FADE_DEPENDENCIES = RS::VISIBILITY_RANGE_FADE_DEPENDENCIES,
};
private:
ShadowCastingSetting shadow_casting_setting = SHADOW_CASTING_SETTING_ON;
Ref<Material> material_override;
float visibility_range_begin = 0.0;
float visibility_range_end = 0.0;
float visibility_range_begin_margin = 0.0;
float visibility_range_end_margin = 0.0;
VisibilityRangeFadeMode visibility_range_fade_mode = VISIBILITY_RANGE_FADE_DISABLED;
float transparency = 0.0f;
float lod_bias = 1.0;
mutable HashMap<StringName, Variant> instance_uniforms;
mutable HashMap<StringName, StringName> instance_uniform_property_remap;
float extra_cull_margin = 0.0;
LightmapScale lightmap_scale = LIGHTMAP_SCALE_1X;
GIMode gi_mode = GI_MODE_DISABLED;
bool ignore_occlusion_culling = false;
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_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
ShadowCastingSetting get_cast_shadows_setting() const;
void set_transparecy(float p_transparency);
float get_transparency() const;
void set_visibility_range_begin(float p_dist);
float get_visibility_range_begin() const;
void set_visibility_range_end(float p_dist);
float get_visibility_range_end() const;
void set_visibility_range_begin_margin(float p_dist);
float get_visibility_range_begin_margin() const;
void set_visibility_range_end_margin(float p_dist);
float get_visibility_range_end_margin() const;
void set_visibility_range_fade_mode(VisibilityRangeFadeMode p_mode);
VisibilityRangeFadeMode get_visibility_range_fade_mode() 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_lod_bias(float p_bias);
float get_lod_bias() const;
void set_gi_mode(GIMode p_mode);
GIMode get_gi_mode() const;
void set_lightmap_scale(LightmapScale p_scale);
LightmapScale get_lightmap_scale() 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);
void set_ignore_occlusion_culling(bool p_enabled);
bool is_ignoring_occlusion_culling();
TypedArray<String> get_configuration_warnings() const override;
GeometryInstance3D();
};
VARIANT_ENUM_CAST(GeometryInstance3D::ShadowCastingSetting);
VARIANT_ENUM_CAST(GeometryInstance3D::LightmapScale);
VARIANT_ENUM_CAST(GeometryInstance3D::GIMode);
VARIANT_ENUM_CAST(GeometryInstance3D::VisibilityRangeFadeMode);
#endif