Merge pull request #50823 from fbcosentino/3d-material-overlay

This commit is contained in:
Rémi Verschelde
2021-11-16 08:21:18 +01:00
committed by GitHub
17 changed files with 124 additions and 0 deletions

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@ -88,6 +88,7 @@ public:
RID skeleton;
RID material_override;
RID material_overlay;
Transform transform;

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@ -618,6 +618,7 @@ public:
BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool)
BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
BIND2(instance_geometry_set_material_override, RID, RID)
BIND2(instance_geometry_set_material_overlay, RID, RID)
BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
BIND2(instance_geometry_set_as_instance_lod, RID, RID)

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@ -1520,6 +1520,20 @@ void VisualServerScene::instance_geometry_set_material_override(RID p_instance,
VSG::storage->material_add_instance_owner(instance->material_override, instance);
}
}
void VisualServerScene::instance_geometry_set_material_overlay(RID p_instance, RID p_material) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (instance->material_overlay.is_valid()) {
VSG::storage->material_remove_instance_owner(instance->material_overlay, instance);
}
instance->material_overlay = p_material;
instance->base_changed(false, true);
if (instance->material_overlay.is_valid()) {
VSG::storage->material_add_instance_owner(instance->material_overlay, instance);
}
}
void VisualServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
}
@ -3988,6 +4002,11 @@ void VisualServerScene::_update_dirty_instance(Instance *p_instance) {
}
}
if (p_instance->material_overlay.is_valid()) {
can_cast_shadows = can_cast_shadows || VSG::storage->material_casts_shadows(p_instance->material_overlay);
is_animated = is_animated || VSG::storage->material_is_animated(p_instance->material_overlay);
}
if (can_cast_shadows != geom->can_cast_shadows) {
//ability to cast shadows change, let lights now
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
@ -4057,6 +4076,7 @@ bool VisualServerScene::free(RID p_rid) {
instance_set_scenario(p_rid, RID());
instance_set_base(p_rid, RID());
instance_geometry_set_material_override(p_rid, RID());
instance_geometry_set_material_overlay(p_rid, RID());
instance_attach_skeleton(p_rid, RID());
update_dirty_instances(); //in case something changed this

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@ -690,6 +690,7 @@ public:
virtual void instance_geometry_set_flag(RID p_instance, VS::InstanceFlags p_flags, bool p_enabled);
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting);
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);

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@ -541,6 +541,7 @@ public:
FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
FUNC2(instance_geometry_set_material_override, RID, RID)
FUNC2(instance_geometry_set_material_overlay, RID, RID)
FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
FUNC2(instance_geometry_set_as_instance_lod, RID, RID)

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@ -2144,6 +2144,7 @@ void VisualServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &VisualServer::instance_geometry_set_flag);
ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override);
ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &VisualServer::instance_geometry_set_material_overlay);
ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range);
ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod);

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@ -961,6 +961,7 @@ public:
virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 0;