/**************************************************************************/ /* 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 &p_data) = 0; virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) = 0; virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector &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 _data_prev; Vector _data_curr; Vector _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 &p_buffer); virtual Vector multimesh_get_buffer(RID p_multimesh) const; virtual void multimesh_set_buffer_interpolated(RID p_multimesh, const Vector &p_buffer, const Vector &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; 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 &p_buffer) = 0; virtual Vector _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; 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 multimesh_interpolate_update_list; LocalVector multimesh_transform_update_lists[2]; LocalVector *multimesh_transform_update_list_curr = &multimesh_transform_update_lists[0]; LocalVector *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