2023-01-05 13:25:55 +01:00
										 
									 
								 
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								/**************************************************************************/
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								/*  renderer_geometry_instance.cpp                                        */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 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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											2022-07-24 00:01:53 +10:00
										 
									 
								 
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								#include "servers/rendering/renderer_geometry_instance.h"
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								void RenderGeometryInstanceBase::set_skeleton(RID p_skeleton) {
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									data->skeleton = p_skeleton;
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									_mark_dirty();
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									data->dirty_dependencies = true;
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								}
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								void RenderGeometryInstanceBase::set_material_override(RID p_override) {
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									data->material_override = p_override;
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									_mark_dirty();
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									data->dirty_dependencies = true;
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								}
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								void RenderGeometryInstanceBase::set_material_overlay(RID p_overlay) {
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									data->material_overlay = p_overlay;
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									_mark_dirty();
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									data->dirty_dependencies = true;
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								}
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								void RenderGeometryInstanceBase::set_surface_materials(const Vector<RID> &p_materials) {
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									data->surface_materials = p_materials;
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									_mark_dirty();
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									data->dirty_dependencies = true;
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								}
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								void RenderGeometryInstanceBase::set_mesh_instance(RID p_mesh_instance) {
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									mesh_instance = p_mesh_instance;
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									_mark_dirty();
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								}
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								void RenderGeometryInstanceBase::set_transform(const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
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									transform = p_transform;
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									mirror = p_transform.basis.determinant() < 0;
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									data->aabb = p_aabb;
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									transformed_aabb = p_transformed_aabb;
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									Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
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									// handle non uniform scale here
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									float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
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									float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
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									non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
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									lod_model_scale = max_scale;
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								}
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								void RenderGeometryInstanceBase::set_pivot_data(float p_sorting_offset, bool p_use_aabb_center) {
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									sorting_offset = p_sorting_offset;
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									use_aabb_center = p_use_aabb_center;
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								}
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								void RenderGeometryInstanceBase::set_lod_bias(float p_lod_bias) {
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									lod_bias = p_lod_bias;
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								}
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								void RenderGeometryInstanceBase::set_layer_mask(uint32_t p_layer_mask) {
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									layer_mask = p_layer_mask;
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								}
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								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) {
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									fade_near = p_enable_near;
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									fade_near_begin = p_near_begin;
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									fade_near_end = p_near_end;
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									fade_far = p_enable_far;
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									fade_far_begin = p_far_begin;
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									fade_far_end = p_far_end;
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								}
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								void RenderGeometryInstanceBase::set_parent_fade_alpha(float p_alpha) {
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									parent_fade_alpha = p_alpha;
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								}
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								void RenderGeometryInstanceBase::set_transparency(float p_transparency) {
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									force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
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								}
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								void RenderGeometryInstanceBase::set_use_baked_light(bool p_enable) {
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									data->use_baked_light = p_enable;
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									_mark_dirty();
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								}
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								void RenderGeometryInstanceBase::set_use_dynamic_gi(bool p_enable) {
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									data->use_dynamic_gi = p_enable;
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									_mark_dirty();
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								}
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								void RenderGeometryInstanceBase::set_instance_shader_uniforms_offset(int32_t p_offset) {
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									shader_uniforms_offset = p_offset;
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											2022-07-24 00:01:53 +10:00
										 
									 
								 
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									_mark_dirty();
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								}
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								void RenderGeometryInstanceBase::set_cast_double_sided_shadows(bool p_enable) {
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									data->cast_double_sided_shadows = p_enable;
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									_mark_dirty();
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								}
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								Transform3D RenderGeometryInstanceBase::get_transform() {
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									return transform;
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								}
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								AABB RenderGeometryInstanceBase::get_aabb() {
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									return data->aabb;
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								}
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