godot/servers/rendering/storage/mesh_storage.h

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/**************************************************************************/
/* mesh_storage.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* 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 */
/* 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. */
/**************************************************************************/
#ifndef MESH_STORAGE_H
#define MESH_STORAGE_H
#include "servers/rendering_server.h"
#include "utilities.h"
class RendererMeshStorage {
public:
virtual ~RendererMeshStorage() {}
/* MESH API */
virtual RID mesh_allocate() = 0;
virtual void mesh_initialize(RID p_rid) = 0;
virtual void mesh_free(RID p_rid) = 0;
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0;
/// Returns stride
virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) = 0;
virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) = 0;
virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0;
virtual int mesh_get_surface_count(RID p_mesh) const = 0;
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) = 0;
virtual void mesh_set_path(RID p_mesh, const String &p_path) = 0;
virtual String mesh_get_path(RID p_mesh) const = 0;
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;
virtual void mesh_clear(RID p_mesh) = 0;
virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) = 0;
/* MESH INSTANCE */
virtual RID mesh_instance_create(RID p_base) = 0;
virtual void mesh_instance_free(RID p_rid) = 0;
virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) = 0;
virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) = 0;
virtual void mesh_instance_check_for_update(RID p_mesh_instance) = 0;
virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) = 0;
virtual void update_mesh_instances() = 0;
/* MULTIMESH API */
struct MultiMeshInterpolator {
RS::MultimeshTransformFormat _transform_format = RS::MULTIMESH_TRANSFORM_3D;
bool _use_colors = false;
bool _use_custom_data = false;
// The stride of the buffer in floats.
int _stride = 0;
// Vertex format sizes in floats.
int _vf_size_xform = 0;
int _vf_size_color = 0;
int _vf_size_data = 0;
// Set by allocate, can be used to prevent indexing out of range.
int _num_instances = 0;
// Quality determines whether to use lerp or slerp etc.
int quality = 0;
bool interpolated = false;
bool on_interpolate_update_list = false;
bool on_transform_update_list = false;
Vector<float> _data_prev;
Vector<float> _data_curr;
Vector<float> _data_interpolated;
};
virtual RID multimesh_allocate();
virtual void multimesh_initialize(RID p_rid);
virtual void multimesh_free(RID p_rid);
virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform);
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
virtual void multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb);
virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const;
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer);
virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const;
virtual void multimesh_set_buffer_interpolated(RID p_multimesh, const Vector<float> &p_buffer, const Vector<float> &p_buffer_prev);
virtual void multimesh_set_physics_interpolated(RID p_multimesh, bool p_interpolated);
virtual void multimesh_set_physics_interpolation_quality(RID p_multimesh, RS::MultimeshPhysicsInterpolationQuality p_quality);
virtual void multimesh_instance_reset_physics_interpolation(RID p_multimesh, int p_index);
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
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virtual AABB multimesh_get_aabb(RID p_multimesh);
virtual RID _multimesh_allocate() = 0;
virtual void _multimesh_initialize(RID p_rid) = 0;
virtual void _multimesh_free(RID p_rid) = 0;
virtual void _multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) = 0;
virtual int _multimesh_get_instance_count(RID p_multimesh) const = 0;
virtual void _multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
virtual void _multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) = 0;
virtual void _multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
virtual void _multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual void _multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual void _multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb) = 0;
virtual AABB _multimesh_get_custom_aabb(RID p_multimesh) const = 0;
virtual RID _multimesh_get_mesh(RID p_multimesh) const = 0;
virtual Transform3D _multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
virtual Transform2D _multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
virtual void _multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) = 0;
virtual Vector<float> _multimesh_get_buffer(RID p_multimesh) const = 0;
virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
virtual int _multimesh_get_visible_instances(RID p_multimesh) const = 0;
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virtual AABB _multimesh_get_aabb(RID p_multimesh) = 0;
// Multimesh is responsible for allocating / destroying a MultiMeshInterpolator object.
// This allows shared functionality for interpolation across backends.
virtual MultiMeshInterpolator *_multimesh_get_interpolator(RID p_multimesh) const = 0;
private:
void _multimesh_add_to_interpolation_lists(RID p_multimesh, MultiMeshInterpolator &r_mmi);
public:
/* SKELETON API */
virtual RID skeleton_allocate() = 0;
virtual void skeleton_initialize(RID p_rid) = 0;
virtual void skeleton_free(RID p_rid) = 0;
virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) = 0;
virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
/* INTERPOLATION */
struct InterpolationData {
void notify_free_multimesh(RID p_rid);
LocalVector<RID> multimesh_interpolate_update_list;
LocalVector<RID> multimesh_transform_update_lists[2];
LocalVector<RID> *multimesh_transform_update_list_curr = &multimesh_transform_update_lists[0];
LocalVector<RID> *multimesh_transform_update_list_prev = &multimesh_transform_update_lists[1];
} _interpolation_data;
void update_interpolation_tick(bool p_process = true);
void update_interpolation_frame(bool p_process = true);
};
#endif // MESH_STORAGE_H