/**************************************************************************/
/*  visual_instance.h                                                     */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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  */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/**************************************************************************/

#ifndef VISUAL_INSTANCE_H
#define VISUAL_INSTANCE_H

#include "core/math/face3.h"
#include "core/rid.h"
#include "scene/3d/cull_instance.h"
#include "scene/resources/material.h"

class VisualInstance : public CullInstance {
	GDCLASS(VisualInstance, CullInstance);
	OBJ_CATEGORY("3D Visual Nodes");

	RID base;
	RID instance;
	uint32_t layers;
	float sorting_offset;
	bool sorting_use_aabb_center;

	RID _get_visual_instance_rid() const;

protected:
	void _update_visibility();
	virtual void _refresh_portal_mode();
	virtual void _physics_interpolated_changed();
	void set_instance_use_identity_transform(bool p_enable);

	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 PoolVector<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_bit(int p_layer, bool p_enable);
	bool get_layer_mask_bit(int p_layer) const;

	void set_sorting_offset(float p_offset);
	float get_sorting_offset();

	void set_sorting_use_aabb_center(bool p_enabled);
	bool is_sorting_use_aabb_center();

	VisualInstance();
	~VisualInstance();
};

class GeometryInstance : public VisualInstance {
	GDCLASS(GeometryInstance, VisualInstance);

public:
	enum Flags {
		FLAG_USE_BAKED_LIGHT = VS::INSTANCE_FLAG_USE_BAKED_LIGHT,
		FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
		FLAG_MAX = VS::INSTANCE_FLAG_MAX,
	};

	enum LightmapScale {
		LIGHTMAP_SCALE_1X,
		LIGHTMAP_SCALE_2X,
		LIGHTMAP_SCALE_4X,
		LIGHTMAP_SCALE_8X,
		LIGHTMAP_SCALE_MAX,
	};

	enum ShadowCastingSetting {
		SHADOW_CASTING_SETTING_OFF = VS::SHADOW_CASTING_SETTING_OFF,
		SHADOW_CASTING_SETTING_ON = VS::SHADOW_CASTING_SETTING_ON,
		SHADOW_CASTING_SETTING_DOUBLE_SIDED = VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED,
		SHADOW_CASTING_SETTING_SHADOWS_ONLY = VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY
	};

private:
	bool flags[FLAG_MAX];
	bool generate_lightmap;
	LightmapScale lightmap_scale;
	ShadowCastingSetting shadow_casting_setting;
	Ref<Material> material_override;
	Ref<Material> material_overlay;

	float extra_cull_margin;

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	void set_flag(Flags p_flag, bool p_value);
	bool get_flag(Flags p_flag) const;

	void set_cast_shadows_setting(ShadowCastingSetting p_shadow_casting_setting);
	ShadowCastingSetting get_cast_shadows_setting() const;

	void set_generate_lightmap(bool p_enabled);
	bool get_generate_lightmap() const;

	void set_lightmap_scale(LightmapScale p_scale);
	LightmapScale get_lightmap_scale() const;

	virtual void set_material_override(const Ref<Material> &p_material);
	Ref<Material> get_material_override() const;

	virtual void set_material_overlay(const Ref<Material> &p_material);
	Ref<Material> get_material_overlay() const;

	void set_extra_cull_margin(float p_margin);
	float get_extra_cull_margin() const;

	void set_custom_aabb(AABB aabb);

	GeometryInstance();
};

VARIANT_ENUM_CAST(GeometryInstance::Flags);
VARIANT_ENUM_CAST(GeometryInstance::LightmapScale);
VARIANT_ENUM_CAST(GeometryInstance::ShadowCastingSetting);

#endif // VISUAL_INSTANCE_H
