Add MeshStorage to GLES3
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d9b4ab3797
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1182c95533
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@ -439,7 +439,7 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
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multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_3D, RS::MULTIMESH_COLOR_NONE);
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update_dirty_multimeshes();
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_update_dirty_multimeshes();
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multimesh_owner.free(p_rid);
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memdelete(multimesh);
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@ -692,6 +692,8 @@ uint64_t RasterizerStorageGLES3::get_rendering_info(RS::RenderingInfo p_info) {
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void RasterizerStorageGLES3::update_dirty_resources() {
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GLES3::MaterialStorage::get_singleton()->_update_global_variables();
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GLES3::MaterialStorage::get_singleton()->_update_queued_materials();
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//GLES3::MeshStorage::get_singleton()->_update_dirty_skeletons();
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GLES3::MeshStorage::get_singleton()->_update_dirty_multimeshes();
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}
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RasterizerStorageGLES3::RasterizerStorageGLES3() {
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@ -42,6 +42,7 @@
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#include "servers/rendering/shader_language.h"
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#include "storage/config.h"
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#include "storage/material_storage.h"
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#include "storage/mesh_storage.h"
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#include "storage/texture_storage.h"
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// class RasterizerCanvasGLES3;
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File diff suppressed because it is too large
Load Diff
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@ -38,12 +38,202 @@
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#include "core/templates/self_list.h"
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#include "servers/rendering/storage/mesh_storage.h"
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#include "platform_config.h"
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#ifndef OPENGL_INCLUDE_H
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#include <GLES3/gl3.h>
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#else
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#include OPENGL_INCLUDE_H
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#endif
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namespace GLES3 {
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struct MeshInstance;
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struct Mesh {
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struct Surface {
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struct Attrib {
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bool enabled;
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bool integer;
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GLuint index;
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GLint size;
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GLenum type;
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GLboolean normalized;
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GLsizei stride;
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uint32_t offset;
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};
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RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
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uint32_t format = 0;
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GLuint vertex_buffer = 0;
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GLuint attribute_buffer = 0;
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GLuint skin_buffer = 0;
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uint32_t vertex_count = 0;
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uint32_t vertex_buffer_size = 0;
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uint32_t skin_buffer_size = 0;
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// Cache vertex arrays so they can be created
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struct Version {
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uint32_t input_mask = 0;
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GLuint vertex_array;
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Attrib attribs[RS::ARRAY_MAX];
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};
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SpinLock version_lock; //needed to access versions
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Version *versions = nullptr; //allocated on demand
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uint32_t version_count = 0;
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GLuint index_buffer = 0;
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GLuint index_array = 0;
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uint32_t index_count = 0;
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struct LOD {
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float edge_length = 0.0;
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uint32_t index_count = 0;
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GLuint index_buffer;
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};
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LOD *lods = nullptr;
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uint32_t lod_count = 0;
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AABB aabb;
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Vector<AABB> bone_aabbs;
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GLuint blend_shape_buffer = 0;
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RID material;
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};
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uint32_t blend_shape_count = 0;
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RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
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Surface **surfaces = nullptr;
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uint32_t surface_count = 0;
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Vector<AABB> bone_aabbs;
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bool has_bone_weights = false;
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AABB aabb;
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AABB custom_aabb;
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Vector<RID> material_cache;
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List<MeshInstance *> instances;
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RID shadow_mesh;
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Set<Mesh *> shadow_owners;
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RendererStorage::Dependency dependency;
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};
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/* Mesh Instance */
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struct MeshInstance {
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Mesh *mesh = nullptr;
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RID skeleton;
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struct Surface {
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GLuint vertex_buffer = 0;
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Mesh::Surface::Version *versions = nullptr; //allocated on demand
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uint32_t version_count = 0;
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};
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LocalVector<Surface> surfaces;
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LocalVector<float> blend_weights;
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GLuint blend_weights_buffer = 0;
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List<MeshInstance *>::Element *I = nullptr; //used to erase itself
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uint64_t skeleton_version = 0;
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bool dirty = false;
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bool weights_dirty = false;
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SelfList<MeshInstance> weight_update_list;
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SelfList<MeshInstance> array_update_list;
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MeshInstance() :
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weight_update_list(this), array_update_list(this) {}
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};
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/* MultiMesh */
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struct MultiMesh {
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RID mesh;
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int instances = 0;
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RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
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bool uses_colors = false;
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bool uses_custom_data = false;
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int visible_instances = -1;
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AABB aabb;
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bool aabb_dirty = false;
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bool buffer_set = false;
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uint32_t stride_cache = 0;
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uint32_t color_offset_cache = 0;
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uint32_t custom_data_offset_cache = 0;
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Vector<float> data_cache; //used if individual setting is used
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bool *data_cache_dirty_regions = nullptr;
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uint32_t data_cache_used_dirty_regions = 0;
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GLuint buffer;
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bool dirty = false;
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MultiMesh *dirty_list = nullptr;
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RendererStorage::Dependency dependency;
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};
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struct Skeleton {
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bool use_2d = false;
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int size = 0;
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Vector<float> data;
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GLuint buffer = 0;
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bool dirty = false;
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Skeleton *dirty_list = nullptr;
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Transform2D base_transform_2d;
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uint64_t version = 1;
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RendererStorage::Dependency dependency;
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};
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class MeshStorage : public RendererMeshStorage {
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private:
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static MeshStorage *singleton;
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/* Mesh */
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mutable RID_Owner<Mesh, true> mesh_owner;
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void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
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/* Mesh Instance API */
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mutable RID_Owner<MeshInstance> mesh_instance_owner;
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void _mesh_instance_clear(MeshInstance *mi);
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void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
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SelfList<MeshInstance>::List dirty_mesh_instance_weights;
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SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
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/* MultiMesh */
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mutable RID_Owner<MultiMesh, true> multimesh_owner;
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MultiMesh *multimesh_dirty_list = nullptr;
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_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
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_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
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_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
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_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
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/* Skeleton */
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mutable RID_Owner<Skeleton, true> skeleton_owner;
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Skeleton *skeleton_dirty_list = nullptr;
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_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
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public:
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static MeshStorage *get_singleton();
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@ -52,6 +242,9 @@ public:
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/* MESH API */
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Mesh *get_mesh(RID p_rid) { return mesh_owner.get_or_null(p_rid); };
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bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); };
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virtual RID mesh_allocate() override;
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virtual void mesh_initialize(RID p_rid) override;
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virtual void mesh_free(RID p_rid) override;
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@ -83,6 +276,116 @@ public:
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virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
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virtual void mesh_clear(RID p_mesh) override;
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_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
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Mesh *mesh = mesh_owner.get_or_null(p_mesh);
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ERR_FAIL_COND_V(!mesh, nullptr);
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r_surface_count = mesh->surface_count;
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if (r_surface_count == 0) {
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return nullptr;
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}
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if (mesh->material_cache.is_empty()) {
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mesh->material_cache.resize(mesh->surface_count);
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for (uint32_t i = 0; i < r_surface_count; i++) {
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mesh->material_cache.write[i] = mesh->surfaces[i]->material;
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}
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}
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return mesh->material_cache.ptr();
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}
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_FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
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Mesh *mesh = mesh_owner.get_or_null(p_mesh);
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ERR_FAIL_COND_V(!mesh, nullptr);
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ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
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return mesh->surfaces[p_surface_index];
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}
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_FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
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Mesh *mesh = mesh_owner.get_or_null(p_mesh);
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ERR_FAIL_COND_V(!mesh, RID());
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return mesh->shadow_mesh;
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}
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_FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
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Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
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return surface->primitive;
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}
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_FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
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Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
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return s->lod_count > 0;
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}
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_FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
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Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
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return s->index_count ? s->index_count : s->vertex_count;
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}
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_FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const {
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Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
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int32_t current_lod = -1;
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if (r_index_count) {
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*r_index_count = s->index_count;
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}
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for (uint32_t i = 0; i < s->lod_count; i++) {
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float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
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if (screen_size > p_mesh_lod_threshold) {
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break;
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}
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current_lod = i;
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}
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if (current_lod == -1) {
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return 0;
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} else {
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if (r_index_count) {
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*r_index_count = s->lods[current_lod].index_count;
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}
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return current_lod + 1;
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}
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}
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_FORCE_INLINE_ GLuint mesh_surface_get_index_buffer(void *p_surface, uint32_t p_lod) const {
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Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
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if (p_lod == 0) {
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return s->index_buffer;
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} else {
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return s->lods[p_lod - 1].index_buffer;
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}
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}
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// Use this to cache Vertex Array Objects so they are only generated once
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_FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
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Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
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s->version_lock.lock();
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//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
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for (uint32_t i = 0; i < s->version_count; i++) {
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if (s->versions[i].input_mask != p_input_mask) {
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continue;
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}
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//we have this version, hooray
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r_vertex_array_gl = s->versions[i].vertex_array;
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s->version_lock.unlock();
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return;
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}
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uint32_t version = s->version_count;
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s->version_count++;
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s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
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_mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
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r_vertex_array_gl = s->versions[version].vertex_array;
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s->version_lock.unlock();
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}
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/* MESH INSTANCE API */
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virtual RID mesh_instance_create(RID p_base) override;
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@ -92,46 +395,42 @@ public:
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virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
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virtual void update_mesh_instances() override;
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_FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
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MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
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ERR_FAIL_COND(!mi);
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Mesh *mesh = mi->mesh;
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ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
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MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
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Mesh::Surface *s = mesh->surfaces[p_surface_index];
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s->version_lock.lock();
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//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
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for (uint32_t i = 0; i < mis->version_count; i++) {
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if (mis->versions[i].input_mask != p_input_mask) {
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continue;
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}
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//we have this version, hooray
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r_vertex_array_gl = mis->versions[i].vertex_array;
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s->version_lock.unlock();
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return;
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}
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uint32_t version = mis->version_count;
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mis->version_count++;
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mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
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_mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
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r_vertex_array_gl = mis->versions[version].vertex_array;
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s->version_lock.unlock();
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}
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/* MULTIMESH API */
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struct MultiMesh {
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RID mesh;
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int instances = 0;
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RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
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bool uses_colors = false;
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bool uses_custom_data = false;
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int visible_instances = -1;
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AABB aabb;
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bool aabb_dirty = false;
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bool buffer_set = false;
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uint32_t stride_cache = 0;
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uint32_t color_offset_cache = 0;
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uint32_t custom_data_offset_cache = 0;
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Vector<float> data_cache; //used if individual setting is used
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bool *data_cache_dirty_regions = nullptr;
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uint32_t data_cache_used_dirty_regions = 0;
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RID buffer; //storage buffer
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RID uniform_set_3d;
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RID uniform_set_2d;
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bool dirty = false;
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MultiMesh *dirty_list = nullptr;
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RendererStorage::Dependency dependency;
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};
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mutable RID_Owner<MultiMesh, true> multimesh_owner;
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MultiMesh *multimesh_dirty_list = nullptr;
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_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
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_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
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_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
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_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
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void _update_dirty_multimeshes();
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virtual RID multimesh_allocate() override;
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virtual void multimesh_initialize(RID p_rid) override;
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virtual void multimesh_free(RID p_rid) override;
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@ -157,6 +456,8 @@ public:
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virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
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virtual int multimesh_get_visible_instances(RID p_multimesh) const override;
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void _update_dirty_multimeshes();
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_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
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MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
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return multimesh->xform_format;
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