godot/scene/3d/visual_instance_3d.cpp
Hugo Locurcio 8f7e1b53ff
Allow using ORMMaterial3D by using BaseMaterial3D as a resource hint
Previously, only StandardMaterial3D could be defined as an alternative
to ShaderMaterial.

This also reorders the CanvasItemMaterial property hints to follow
alphabetical order (which is enforced by the inspector).
2021-07-04 17:49:36 +02:00

428 lines
19 KiB
C++

/*************************************************************************/
/* visual_instance_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 */
/* "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 "visual_instance_3d.h"
#include "scene/scene_string_names.h"
#include "servers/rendering_server.h"
#include "skeleton_3d.h"
AABB VisualInstance3D::get_transformed_aabb() const {
return get_global_transform().xform(get_aabb());
}
void VisualInstance3D::_update_visibility() {
if (!is_inside_tree()) {
return;
}
RS::get_singleton()->instance_set_visible(get_instance(), is_visible_in_tree());
}
void VisualInstance3D::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_WORLD: {
// CHECK SKELETON => moving skeleton attaching logic to MeshInstance
/*
Skeleton *skeleton=Object::cast_to<Skeleton>(get_parent());
if (skeleton)
RenderingServer::get_singleton()->instance_attach_skeleton( instance, skeleton->get_skeleton() );
*/
ERR_FAIL_COND(get_world_3d().is_null());
RenderingServer::get_singleton()->instance_set_scenario(instance, get_world_3d()->get_scenario());
_update_visibility();
} break;
case NOTIFICATION_TRANSFORM_CHANGED: {
Transform3D gt = get_global_transform();
RenderingServer::get_singleton()->instance_set_transform(instance, gt);
} break;
case NOTIFICATION_EXIT_WORLD: {
RenderingServer::get_singleton()->instance_set_scenario(instance, RID());
RenderingServer::get_singleton()->instance_attach_skeleton(instance, RID());
//RS::get_singleton()->instance_geometry_set_baked_light_sampler(instance, RID() );
} break;
case NOTIFICATION_VISIBILITY_CHANGED: {
_update_visibility();
} break;
}
}
RID VisualInstance3D::get_instance() const {
return instance;
}
RID VisualInstance3D::_get_visual_instance_rid() const {
return instance;
}
void VisualInstance3D::set_layer_mask(uint32_t p_mask) {
layers = p_mask;
RenderingServer::get_singleton()->instance_set_layer_mask(instance, p_mask);
}
uint32_t VisualInstance3D::get_layer_mask() const {
return layers;
}
void VisualInstance3D::set_layer_mask_bit(int p_layer, bool p_enable) {
ERR_FAIL_INDEX(p_layer, 32);
if (p_enable) {
set_layer_mask(layers | (1 << p_layer));
} else {
set_layer_mask(layers & (~(1 << p_layer)));
}
}
bool VisualInstance3D::get_layer_mask_bit(int p_layer) const {
ERR_FAIL_INDEX_V(p_layer, 32, false);
return (layers & (1 << p_layer));
}
void VisualInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_get_visual_instance_rid"), &VisualInstance3D::_get_visual_instance_rid);
ClassDB::bind_method(D_METHOD("set_base", "base"), &VisualInstance3D::set_base);
ClassDB::bind_method(D_METHOD("get_base"), &VisualInstance3D::get_base);
ClassDB::bind_method(D_METHOD("get_instance"), &VisualInstance3D::get_instance);
ClassDB::bind_method(D_METHOD("set_layer_mask", "mask"), &VisualInstance3D::set_layer_mask);
ClassDB::bind_method(D_METHOD("get_layer_mask"), &VisualInstance3D::get_layer_mask);
ClassDB::bind_method(D_METHOD("set_layer_mask_bit", "layer", "enabled"), &VisualInstance3D::set_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_layer_mask_bit", "layer"), &VisualInstance3D::get_layer_mask_bit);
ClassDB::bind_method(D_METHOD("get_transformed_aabb"), &VisualInstance3D::get_transformed_aabb);
ADD_PROPERTY(PropertyInfo(Variant::INT, "layers", PROPERTY_HINT_LAYERS_3D_RENDER), "set_layer_mask", "get_layer_mask");
}
void VisualInstance3D::set_base(const RID &p_base) {
RenderingServer::get_singleton()->instance_set_base(instance, p_base);
base = p_base;
}
RID VisualInstance3D::get_base() const {
return base;
}
VisualInstance3D::VisualInstance3D() {
instance = RenderingServer::get_singleton()->instance_create();
RenderingServer::get_singleton()->instance_attach_object_instance_id(instance, get_instance_id());
set_notify_transform(true);
}
VisualInstance3D::~VisualInstance3D() {
RenderingServer::get_singleton()->free(instance);
}
void GeometryInstance3D::set_material_override(const Ref<Material> &p_material) {
material_override = p_material;
RS::get_singleton()->instance_geometry_set_material_override(get_instance(), p_material.is_valid() ? p_material->get_rid() : RID());
}
Ref<Material> GeometryInstance3D::get_material_override() const {
return material_override;
}
void GeometryInstance3D::set_visibility_range_begin(float p_dist) {
visibility_range_begin = p_dist;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin);
}
float GeometryInstance3D::get_visibility_range_begin() const {
return visibility_range_begin;
}
void GeometryInstance3D::set_visibility_range_end(float p_dist) {
visibility_range_end = p_dist;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin);
}
float GeometryInstance3D::get_visibility_range_end() const {
return visibility_range_end;
}
void GeometryInstance3D::set_visibility_range_begin_margin(float p_dist) {
visibility_range_begin_margin = p_dist;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin);
}
float GeometryInstance3D::get_visibility_range_begin_margin() const {
return visibility_range_begin_margin;
}
void GeometryInstance3D::set_visibility_range_end_margin(float p_dist) {
visibility_range_end_margin = p_dist;
RS::get_singleton()->instance_geometry_set_visibility_range(get_instance(), visibility_range_begin, visibility_range_end, visibility_range_begin_margin, visibility_range_end_margin);
}
float GeometryInstance3D::get_visibility_range_end_margin() const {
return visibility_range_end_margin;
}
void GeometryInstance3D::_notification(int p_what) {
}
const StringName *GeometryInstance3D::_instance_uniform_get_remap(const StringName p_name) const {
StringName *r = instance_uniform_property_remap.getptr(p_name);
if (!r) {
String s = p_name;
if (s.begins_with("shader_params/")) {
StringName name = s.replace("shader_params/", "");
instance_uniform_property_remap[p_name] = name;
return instance_uniform_property_remap.getptr(p_name);
}
return nullptr;
}
return r;
}
bool GeometryInstance3D::_set(const StringName &p_name, const Variant &p_value) {
const StringName *r = _instance_uniform_get_remap(p_name);
if (r) {
set_shader_instance_uniform(*r, p_value);
return true;
}
#ifndef DISABLE_DEPRECATED
if (p_name == SceneStringNames::get_singleton()->use_in_baked_light && bool(p_value)) {
set_gi_mode(GI_MODE_BAKED);
return true;
}
if (p_name == SceneStringNames::get_singleton()->use_dynamic_gi && bool(p_value)) {
set_gi_mode(GI_MODE_DYNAMIC);
return true;
}
#endif
return false;
}
bool GeometryInstance3D::_get(const StringName &p_name, Variant &r_ret) const {
const StringName *r = _instance_uniform_get_remap(p_name);
if (r) {
r_ret = get_shader_instance_uniform(*r);
return true;
}
return false;
}
void GeometryInstance3D::_get_property_list(List<PropertyInfo> *p_list) const {
List<PropertyInfo> pinfo;
RS::get_singleton()->instance_geometry_get_shader_parameter_list(get_instance(), &pinfo);
for (List<PropertyInfo>::Element *E = pinfo.front(); E; E = E->next()) {
PropertyInfo pi = E->get();
bool has_def_value = false;
Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), pi.name);
if (def_value.get_type() != Variant::NIL) {
has_def_value = true;
}
if (instance_uniforms.has(pi.name)) {
pi.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE | (has_def_value ? (PROPERTY_USAGE_CHECKABLE | PROPERTY_USAGE_CHECKED) : PROPERTY_USAGE_NONE);
} else {
pi.usage = PROPERTY_USAGE_EDITOR | (has_def_value ? PROPERTY_USAGE_CHECKABLE : PROPERTY_USAGE_NONE); //do not save if not changed
}
pi.name = "shader_params/" + pi.name;
p_list->push_back(pi);
}
}
void GeometryInstance3D::set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting) {
shadow_casting_setting = p_shadow_casting_setting;
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(get_instance(), (RS::ShadowCastingSetting)p_shadow_casting_setting);
}
GeometryInstance3D::ShadowCastingSetting GeometryInstance3D::get_cast_shadows_setting() const {
return shadow_casting_setting;
}
void GeometryInstance3D::set_extra_cull_margin(float p_margin) {
ERR_FAIL_COND(p_margin < 0);
extra_cull_margin = p_margin;
RS::get_singleton()->instance_set_extra_visibility_margin(get_instance(), extra_cull_margin);
}
float GeometryInstance3D::get_extra_cull_margin() const {
return extra_cull_margin;
}
void GeometryInstance3D::set_lod_bias(float p_bias) {
ERR_FAIL_COND(p_bias < 0.0);
lod_bias = p_bias;
RS::get_singleton()->instance_geometry_set_lod_bias(get_instance(), lod_bias);
}
float GeometryInstance3D::get_lod_bias() const {
return lod_bias;
}
void GeometryInstance3D::set_shader_instance_uniform(const StringName &p_uniform, const Variant &p_value) {
if (p_value.get_type() == Variant::NIL) {
Variant def_value = RS::get_singleton()->instance_geometry_get_shader_parameter_default_value(get_instance(), p_uniform);
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, def_value);
instance_uniforms.erase(p_value);
} else {
instance_uniforms[p_uniform] = p_value;
RS::get_singleton()->instance_geometry_set_shader_parameter(get_instance(), p_uniform, p_value);
}
}
Variant GeometryInstance3D::get_shader_instance_uniform(const StringName &p_uniform) const {
return RS::get_singleton()->instance_geometry_get_shader_parameter(get_instance(), p_uniform);
}
void GeometryInstance3D::set_custom_aabb(AABB aabb) {
RS::get_singleton()->instance_set_custom_aabb(get_instance(), aabb);
}
void GeometryInstance3D::set_lightmap_scale(LightmapScale p_scale) {
ERR_FAIL_INDEX(p_scale, LIGHTMAP_SCALE_MAX);
lightmap_scale = p_scale;
}
GeometryInstance3D::LightmapScale GeometryInstance3D::get_lightmap_scale() const {
return lightmap_scale;
}
void GeometryInstance3D::set_gi_mode(GIMode p_mode) {
switch (p_mode) {
case GI_MODE_DISABLED: {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
} break;
case GI_MODE_BAKED: {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, true);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, false);
} break;
case GI_MODE_DYNAMIC: {
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_BAKED_LIGHT, false);
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_USE_DYNAMIC_GI, true);
} break;
}
gi_mode = p_mode;
}
GeometryInstance3D::GIMode GeometryInstance3D::get_gi_mode() const {
return gi_mode;
}
void GeometryInstance3D::set_ignore_occlusion_culling(bool p_enabled) {
ignore_occlusion_culling = p_enabled;
RS::get_singleton()->instance_geometry_set_flag(get_instance(), RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, ignore_occlusion_culling);
}
bool GeometryInstance3D::is_ignoring_occlusion_culling() {
return ignore_occlusion_culling;
}
void GeometryInstance3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_material_override", "material"), &GeometryInstance3D::set_material_override);
ClassDB::bind_method(D_METHOD("get_material_override"), &GeometryInstance3D::get_material_override);
ClassDB::bind_method(D_METHOD("set_cast_shadows_setting", "shadow_casting_setting"), &GeometryInstance3D::set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("get_cast_shadows_setting"), &GeometryInstance3D::get_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("set_lod_bias", "bias"), &GeometryInstance3D::set_lod_bias);
ClassDB::bind_method(D_METHOD("get_lod_bias"), &GeometryInstance3D::get_lod_bias);
ClassDB::bind_method(D_METHOD("set_visibility_range_end_margin", "distance"), &GeometryInstance3D::set_visibility_range_end_margin);
ClassDB::bind_method(D_METHOD("get_visibility_range_end_margin"), &GeometryInstance3D::get_visibility_range_end_margin);
ClassDB::bind_method(D_METHOD("set_visibility_range_end", "distance"), &GeometryInstance3D::set_visibility_range_end);
ClassDB::bind_method(D_METHOD("get_visibility_range_end"), &GeometryInstance3D::get_visibility_range_end);
ClassDB::bind_method(D_METHOD("set_visibility_range_begin_margin", "distance"), &GeometryInstance3D::set_visibility_range_begin_margin);
ClassDB::bind_method(D_METHOD("get_visibility_range_begin_margin"), &GeometryInstance3D::get_visibility_range_begin_margin);
ClassDB::bind_method(D_METHOD("set_visibility_range_begin", "distance"), &GeometryInstance3D::set_visibility_range_begin);
ClassDB::bind_method(D_METHOD("get_visibility_range_begin"), &GeometryInstance3D::get_visibility_range_begin);
ClassDB::bind_method(D_METHOD("set_shader_instance_uniform", "uniform", "value"), &GeometryInstance3D::set_shader_instance_uniform);
ClassDB::bind_method(D_METHOD("get_shader_instance_uniform", "uniform"), &GeometryInstance3D::get_shader_instance_uniform);
ClassDB::bind_method(D_METHOD("set_extra_cull_margin", "margin"), &GeometryInstance3D::set_extra_cull_margin);
ClassDB::bind_method(D_METHOD("get_extra_cull_margin"), &GeometryInstance3D::get_extra_cull_margin);
ClassDB::bind_method(D_METHOD("set_lightmap_scale", "scale"), &GeometryInstance3D::set_lightmap_scale);
ClassDB::bind_method(D_METHOD("get_lightmap_scale"), &GeometryInstance3D::get_lightmap_scale);
ClassDB::bind_method(D_METHOD("set_gi_mode", "mode"), &GeometryInstance3D::set_gi_mode);
ClassDB::bind_method(D_METHOD("get_gi_mode"), &GeometryInstance3D::get_gi_mode);
ClassDB::bind_method(D_METHOD("set_ignore_occlusion_culling", "ignore_culling"), &GeometryInstance3D::set_ignore_occlusion_culling);
ClassDB::bind_method(D_METHOD("is_ignoring_occlusion_culling"), &GeometryInstance3D::is_ignoring_occlusion_culling);
ClassDB::bind_method(D_METHOD("set_custom_aabb", "aabb"), &GeometryInstance3D::set_custom_aabb);
ClassDB::bind_method(D_METHOD("get_aabb"), &GeometryInstance3D::get_aabb);
ADD_GROUP("Geometry", "");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_override", PROPERTY_HINT_RESOURCE_TYPE, "BaseMaterial3D,ShaderMaterial", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE), "set_material_override", "get_material_override");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cast_shadow", PROPERTY_HINT_ENUM, "Off,On,Double-Sided,Shadows Only"), "set_cast_shadows_setting", "get_cast_shadows_setting");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "extra_cull_margin", PROPERTY_HINT_RANGE, "0,16384,0.01"), "set_extra_cull_margin", "get_extra_cull_margin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "lod_bias", PROPERTY_HINT_RANGE, "0.001,128,0.001"), "set_lod_bias", "get_lod_bias");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ignore_occlusion_culling"), "set_ignore_occlusion_culling", "is_ignoring_occlusion_culling");
ADD_GROUP("Global Illumination", "gi_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_mode", PROPERTY_HINT_ENUM, "Disabled,Baked,Dynamic"), "set_gi_mode", "get_gi_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "gi_lightmap_scale", PROPERTY_HINT_ENUM, "1x,2x,4x,8x"), "set_lightmap_scale", "get_lightmap_scale");
ADD_GROUP("Visibility Range", "visibility_range_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_begin", "get_visibility_range_begin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_begin_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_begin_margin", "get_visibility_range_begin_margin");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_end", "get_visibility_range_end");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "visibility_range_end_margin", PROPERTY_HINT_RANGE, "0.0,4096.0,0.01"), "set_visibility_range_end_margin", "get_visibility_range_end_margin");
//ADD_SIGNAL( MethodInfo("visibility_changed"));
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
BIND_ENUM_CONSTANT(GI_MODE_DISABLED);
BIND_ENUM_CONSTANT(GI_MODE_BAKED);
BIND_ENUM_CONSTANT(GI_MODE_DYNAMIC);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_1X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_2X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_4X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_8X);
BIND_ENUM_CONSTANT(LIGHTMAP_SCALE_MAX);
}
GeometryInstance3D::GeometryInstance3D() {
//RS::get_singleton()->instance_geometry_set_baked_light_texture_index(get_instance(),0);
}