d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
156 lines
5.1 KiB
C++
156 lines
5.1 KiB
C++
/*************************************************************************/
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/* visual_instance.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_INSTANCE_H
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#define VISUAL_INSTANCE_H
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#include "scene/3d/spatial.h"
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#include "face3.h"
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#include "rid.h"
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#include "scene/resources/material.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class VisualInstance : public Spatial {
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OBJ_TYPE( VisualInstance, Spatial );
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OBJ_CATEGORY("3D Visual Nodes");
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RID instance;
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uint32_t layers;
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RID _get_visual_instance_rid() const;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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enum GetFacesFlags {
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FACES_SOLID=1, // solid geometry
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FACES_ENCLOSING=2,
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FACES_DYNAMIC=4 // dynamic object geometry
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};
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RID get_instance() const;
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virtual AABB get_aabb() const=0;
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virtual DVector<Face3> get_faces(uint32_t p_usage_flags) const=0;
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virtual AABB get_transformed_aabb() const; // helper
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void set_base(const RID& p_base);
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void set_layer_mask(uint32_t p_mask);
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uint32_t get_layer_mask() const;
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VisualInstance();
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~VisualInstance();
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};
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class BakedLightInstance;
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class GeometryInstance : public VisualInstance {
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OBJ_TYPE( GeometryInstance, VisualInstance );
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public:
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enum Flags {
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FLAG_VISIBLE=VS::INSTANCE_FLAG_VISIBLE,
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FLAG_CAST_SHADOW=VS::INSTANCE_FLAG_CAST_SHADOW,
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FLAG_RECEIVE_SHADOWS=VS::INSTANCE_FLAG_RECEIVE_SHADOWS,
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FLAG_BILLBOARD=VS::INSTANCE_FLAG_BILLBOARD,
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FLAG_BILLBOARD_FIX_Y=VS::INSTANCE_FLAG_BILLBOARD_FIX_Y,
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FLAG_DEPH_SCALE=VS::INSTANCE_FLAG_DEPH_SCALE,
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FLAG_VISIBLE_IN_ALL_ROOMS=VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
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FLAG_USE_BAKED_LIGHT=VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
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FLAG_MAX=VS::INSTANCE_FLAG_MAX,
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};
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enum ShadowCastingSetting {
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SHADOW_CASTING_SETTING_OFF=VS::SHADOW_CASTING_SETTING_OFF,
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SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,
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SHADOW_CASTING_SETTING_DOUBLE_SIDED=VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
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SHADOW_CASTING_SETTING_SHADOWS_ONLY=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
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};
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private:
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bool flags[FLAG_MAX];
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ShadowCastingSetting shadow_casting_setting;
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Ref<Material> material_override;
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float draw_begin;
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float draw_end;
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void _find_baked_light();
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BakedLightInstance *baked_light_instance;
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int baked_light_texture_id;
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float extra_cull_margin;
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void _baked_light_changed();
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void _update_visibility();
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_flag(Flags p_flag,bool p_value);
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bool get_flag(Flags p_flag) const;
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void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
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ShadowCastingSetting get_cast_shadows_setting() const;
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void set_draw_range_begin(float p_dist);
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float get_draw_range_begin() const;
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void set_draw_range_end(float p_dist);
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float get_draw_range_end() const;
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void set_material_override(const Ref<Material>& p_material);
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Ref<Material> get_material_override() const;
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void set_baked_light_texture_id(int p_id);
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int get_baked_light_texture_id() const;
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void set_extra_cull_margin(float p_margin);
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float get_extra_cull_margin() const;
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GeometryInstance();
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};
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VARIANT_ENUM_CAST( GeometryInstance::Flags );
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VARIANT_ENUM_CAST( GeometryInstance::ShadowCastingSetting );
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#endif
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