mesh_storage.h 24 KB

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  1. /*************************************************************************/
  2. /* mesh_storage.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef MESH_STORAGE_RD_H
  31. #define MESH_STORAGE_RD_H
  32. #include "core/templates/local_vector.h"
  33. #include "core/templates/rid_owner.h"
  34. #include "core/templates/self_list.h"
  35. #include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
  36. #include "servers/rendering/storage/mesh_storage.h"
  37. #include "servers/rendering/storage/utilities.h"
  38. namespace RendererRD {
  39. class MeshStorage : public RendererMeshStorage {
  40. public:
  41. enum DefaultRDBuffer {
  42. DEFAULT_RD_BUFFER_VERTEX,
  43. DEFAULT_RD_BUFFER_NORMAL,
  44. DEFAULT_RD_BUFFER_TANGENT,
  45. DEFAULT_RD_BUFFER_COLOR,
  46. DEFAULT_RD_BUFFER_TEX_UV,
  47. DEFAULT_RD_BUFFER_TEX_UV2,
  48. DEFAULT_RD_BUFFER_CUSTOM0,
  49. DEFAULT_RD_BUFFER_CUSTOM1,
  50. DEFAULT_RD_BUFFER_CUSTOM2,
  51. DEFAULT_RD_BUFFER_CUSTOM3,
  52. DEFAULT_RD_BUFFER_BONES,
  53. DEFAULT_RD_BUFFER_WEIGHTS,
  54. DEFAULT_RD_BUFFER_MAX,
  55. };
  56. private:
  57. static MeshStorage *singleton;
  58. RID default_rd_storage_buffer;
  59. /* Mesh */
  60. RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
  61. struct MeshInstance;
  62. struct Mesh {
  63. struct Surface {
  64. RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
  65. uint32_t format = 0;
  66. RID vertex_buffer;
  67. RID attribute_buffer;
  68. RID skin_buffer;
  69. uint32_t vertex_count = 0;
  70. uint32_t vertex_buffer_size = 0;
  71. uint32_t skin_buffer_size = 0;
  72. // A different pipeline needs to be allocated
  73. // depending on the inputs available in the
  74. // material.
  75. // There are never that many geometry/material
  76. // combinations, so a simple array is the most
  77. // cache-efficient structure.
  78. struct Version {
  79. uint32_t input_mask = 0;
  80. RD::VertexFormatID vertex_format = 0;
  81. RID vertex_array;
  82. };
  83. SpinLock version_lock; //needed to access versions
  84. Version *versions = nullptr; //allocated on demand
  85. uint32_t version_count = 0;
  86. RID index_buffer;
  87. RID index_array;
  88. uint32_t index_count = 0;
  89. struct LOD {
  90. float edge_length = 0.0;
  91. uint32_t index_count = 0;
  92. RID index_buffer;
  93. RID index_array;
  94. };
  95. LOD *lods = nullptr;
  96. uint32_t lod_count = 0;
  97. AABB aabb;
  98. Vector<AABB> bone_aabbs;
  99. RID blend_shape_buffer;
  100. RID material;
  101. uint32_t render_index = 0;
  102. uint64_t render_pass = 0;
  103. uint32_t multimesh_render_index = 0;
  104. uint64_t multimesh_render_pass = 0;
  105. uint32_t particles_render_index = 0;
  106. uint64_t particles_render_pass = 0;
  107. RID uniform_set;
  108. };
  109. uint32_t blend_shape_count = 0;
  110. RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
  111. Surface **surfaces = nullptr;
  112. uint32_t surface_count = 0;
  113. Vector<AABB> bone_aabbs;
  114. bool has_bone_weights = false;
  115. AABB aabb;
  116. AABB custom_aabb;
  117. Vector<RID> material_cache;
  118. List<MeshInstance *> instances;
  119. RID shadow_mesh;
  120. HashSet<Mesh *> shadow_owners;
  121. Dependency dependency;
  122. };
  123. mutable RID_Owner<Mesh, true> mesh_owner;
  124. /* Mesh Instance API */
  125. struct MeshInstance {
  126. Mesh *mesh = nullptr;
  127. RID skeleton;
  128. struct Surface {
  129. RID vertex_buffer;
  130. RID uniform_set;
  131. Mesh::Surface::Version *versions = nullptr; //allocated on demand
  132. uint32_t version_count = 0;
  133. };
  134. LocalVector<Surface> surfaces;
  135. LocalVector<float> blend_weights;
  136. RID blend_weights_buffer;
  137. List<MeshInstance *>::Element *I = nullptr; //used to erase itself
  138. uint64_t skeleton_version = 0;
  139. bool dirty = false;
  140. bool weights_dirty = false;
  141. SelfList<MeshInstance> weight_update_list;
  142. SelfList<MeshInstance> array_update_list;
  143. MeshInstance() :
  144. weight_update_list(this), array_update_list(this) {}
  145. };
  146. void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
  147. void _mesh_instance_clear(MeshInstance *mi);
  148. void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
  149. mutable RID_Owner<MeshInstance> mesh_instance_owner;
  150. SelfList<MeshInstance>::List dirty_mesh_instance_weights;
  151. SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
  152. /* MultiMesh */
  153. struct MultiMesh {
  154. RID mesh;
  155. int instances = 0;
  156. RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
  157. bool uses_colors = false;
  158. bool uses_custom_data = false;
  159. int visible_instances = -1;
  160. AABB aabb;
  161. bool aabb_dirty = false;
  162. bool buffer_set = false;
  163. bool motion_vectors_enabled = false;
  164. uint32_t motion_vectors_current_offset = 0;
  165. uint32_t motion_vectors_previous_offset = 0;
  166. uint64_t motion_vectors_last_change = -1;
  167. uint32_t stride_cache = 0;
  168. uint32_t color_offset_cache = 0;
  169. uint32_t custom_data_offset_cache = 0;
  170. Vector<float> data_cache; //used if individual setting is used
  171. bool *data_cache_dirty_regions = nullptr;
  172. uint32_t data_cache_dirty_region_count = 0;
  173. bool *previous_data_cache_dirty_regions = nullptr;
  174. uint32_t previous_data_cache_dirty_region_count = 0;
  175. RID buffer; //storage buffer
  176. RID uniform_set_3d;
  177. RID uniform_set_2d;
  178. bool dirty = false;
  179. MultiMesh *dirty_list = nullptr;
  180. Dependency dependency;
  181. };
  182. mutable RID_Owner<MultiMesh, true> multimesh_owner;
  183. MultiMesh *multimesh_dirty_list = nullptr;
  184. _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
  185. _FORCE_INLINE_ void _multimesh_update_motion_vectors_data_cache(MultiMesh *multimesh);
  186. _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
  187. _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
  188. _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
  189. /* Skeleton */
  190. struct SkeletonShader {
  191. struct PushConstant {
  192. uint32_t has_normal;
  193. uint32_t has_tangent;
  194. uint32_t has_skeleton;
  195. uint32_t has_blend_shape;
  196. uint32_t vertex_count;
  197. uint32_t vertex_stride;
  198. uint32_t skin_stride;
  199. uint32_t skin_weight_offset;
  200. uint32_t blend_shape_count;
  201. uint32_t normalized_blend_shapes;
  202. uint32_t pad0;
  203. uint32_t pad1;
  204. };
  205. enum {
  206. UNIFORM_SET_INSTANCE = 0,
  207. UNIFORM_SET_SURFACE = 1,
  208. UNIFORM_SET_SKELETON = 2,
  209. };
  210. enum {
  211. SHADER_MODE_2D,
  212. SHADER_MODE_3D,
  213. SHADER_MODE_MAX
  214. };
  215. SkeletonShaderRD shader;
  216. RID version;
  217. RID version_shader[SHADER_MODE_MAX];
  218. RID pipeline[SHADER_MODE_MAX];
  219. RID default_skeleton_uniform_set;
  220. } skeleton_shader;
  221. struct Skeleton {
  222. bool use_2d = false;
  223. int size = 0;
  224. Vector<float> data;
  225. RID buffer;
  226. bool dirty = false;
  227. Skeleton *dirty_list = nullptr;
  228. Transform2D base_transform_2d;
  229. RID uniform_set_3d;
  230. RID uniform_set_mi;
  231. uint64_t version = 1;
  232. Dependency dependency;
  233. };
  234. mutable RID_Owner<Skeleton, true> skeleton_owner;
  235. _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
  236. Skeleton *skeleton_dirty_list = nullptr;
  237. public:
  238. static MeshStorage *get_singleton();
  239. MeshStorage();
  240. virtual ~MeshStorage();
  241. bool free(RID p_rid);
  242. RID get_default_rd_storage_buffer() const { return default_rd_storage_buffer; }
  243. /* MESH API */
  244. bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); };
  245. virtual RID mesh_allocate() override;
  246. virtual void mesh_initialize(RID p_mesh) override;
  247. virtual void mesh_free(RID p_rid) override;
  248. virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
  249. /// Return stride
  250. virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
  251. virtual int mesh_get_blend_shape_count(RID p_mesh) const override;
  252. virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
  253. virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
  254. virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
  255. virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
  256. virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
  257. virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
  258. virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
  259. virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
  260. virtual int mesh_get_surface_count(RID p_mesh) const override;
  261. virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
  262. virtual AABB mesh_get_custom_aabb(RID p_mesh) const override;
  263. virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
  264. virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
  265. virtual void mesh_clear(RID p_mesh) override;
  266. virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
  267. _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
  268. Mesh *mesh = mesh_owner.get_or_null(p_mesh);
  269. ERR_FAIL_COND_V(!mesh, nullptr);
  270. r_surface_count = mesh->surface_count;
  271. if (r_surface_count == 0) {
  272. return nullptr;
  273. }
  274. if (mesh->material_cache.is_empty()) {
  275. mesh->material_cache.resize(mesh->surface_count);
  276. for (uint32_t i = 0; i < r_surface_count; i++) {
  277. mesh->material_cache.write[i] = mesh->surfaces[i]->material;
  278. }
  279. }
  280. return mesh->material_cache.ptr();
  281. }
  282. _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
  283. Mesh *mesh = mesh_owner.get_or_null(p_mesh);
  284. ERR_FAIL_COND_V(!mesh, nullptr);
  285. ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
  286. return mesh->surfaces[p_surface_index];
  287. }
  288. _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
  289. Mesh *mesh = mesh_owner.get_or_null(p_mesh);
  290. ERR_FAIL_COND_V(!mesh, RID());
  291. return mesh->shadow_mesh;
  292. }
  293. _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
  294. Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
  295. return surface->primitive;
  296. }
  297. _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
  298. Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
  299. return s->lod_count > 0;
  300. }
  301. _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
  302. Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
  303. return s->index_count ? s->index_count : s->vertex_count;
  304. }
  305. _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) const {
  306. Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
  307. int32_t current_lod = -1;
  308. r_index_count = s->index_count;
  309. for (uint32_t i = 0; i < s->lod_count; i++) {
  310. float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
  311. if (screen_size > p_mesh_lod_threshold) {
  312. break;
  313. }
  314. current_lod = i;
  315. }
  316. if (current_lod == -1) {
  317. return 0;
  318. } else {
  319. r_index_count = s->lods[current_lod].index_count;
  320. return current_lod + 1;
  321. }
  322. }
  323. _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const {
  324. Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
  325. if (p_lod == 0) {
  326. return s->index_array;
  327. } else {
  328. return s->lods[p_lod - 1].index_array;
  329. }
  330. }
  331. _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
  332. Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
  333. s->version_lock.lock();
  334. //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
  335. for (uint32_t i = 0; i < s->version_count; i++) {
  336. if (s->versions[i].input_mask != p_input_mask) {
  337. continue;
  338. }
  339. //we have this version, hooray
  340. r_vertex_format = s->versions[i].vertex_format;
  341. r_vertex_array_rd = s->versions[i].vertex_array;
  342. s->version_lock.unlock();
  343. return;
  344. }
  345. uint32_t version = s->version_count;
  346. s->version_count++;
  347. s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
  348. _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
  349. r_vertex_format = s->versions[version].vertex_format;
  350. r_vertex_array_rd = s->versions[version].vertex_array;
  351. s->version_lock.unlock();
  352. }
  353. _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, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
  354. MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
  355. ERR_FAIL_COND(!mi);
  356. Mesh *mesh = mi->mesh;
  357. ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
  358. MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
  359. Mesh::Surface *s = mesh->surfaces[p_surface_index];
  360. s->version_lock.lock();
  361. //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
  362. for (uint32_t i = 0; i < mis->version_count; i++) {
  363. if (mis->versions[i].input_mask != p_input_mask) {
  364. continue;
  365. }
  366. //we have this version, hooray
  367. r_vertex_format = mis->versions[i].vertex_format;
  368. r_vertex_array_rd = mis->versions[i].vertex_array;
  369. s->version_lock.unlock();
  370. return;
  371. }
  372. uint32_t version = mis->version_count;
  373. mis->version_count++;
  374. mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
  375. _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
  376. r_vertex_format = mis->versions[version].vertex_format;
  377. r_vertex_array_rd = mis->versions[version].vertex_array;
  378. s->version_lock.unlock();
  379. }
  380. _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
  381. ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
  382. return mesh_default_rd_buffers[p_buffer];
  383. }
  384. _FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
  385. Mesh *mesh = mesh_owner.get_or_null(p_mesh);
  386. Mesh::Surface *s = mesh->surfaces[p_surface_index];
  387. if (s->render_pass != p_render_pass) {
  388. (*r_index)++;
  389. s->render_pass = p_render_pass;
  390. s->render_index = *r_index;
  391. }
  392. return s->render_index;
  393. }
  394. _FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
  395. Mesh *mesh = mesh_owner.get_or_null(p_mesh);
  396. Mesh::Surface *s = mesh->surfaces[p_surface_index];
  397. if (s->multimesh_render_pass != p_render_pass) {
  398. (*r_index)++;
  399. s->multimesh_render_pass = p_render_pass;
  400. s->multimesh_render_index = *r_index;
  401. }
  402. return s->multimesh_render_index;
  403. }
  404. _FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
  405. Mesh *mesh = mesh_owner.get_or_null(p_mesh);
  406. Mesh::Surface *s = mesh->surfaces[p_surface_index];
  407. if (s->particles_render_pass != p_render_pass) {
  408. (*r_index)++;
  409. s->particles_render_pass = p_render_pass;
  410. s->particles_render_index = *r_index;
  411. }
  412. return s->particles_render_index;
  413. }
  414. Dependency *mesh_get_dependency(RID p_mesh) const;
  415. /* MESH INSTANCE API */
  416. bool owns_mesh_instance(RID p_rid) const { return mesh_instance_owner.owns(p_rid); };
  417. virtual RID mesh_instance_create(RID p_base) override;
  418. virtual void mesh_instance_free(RID p_rid) override;
  419. virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
  420. virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
  421. virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
  422. virtual void update_mesh_instances() override;
  423. /* MULTIMESH API */
  424. bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); };
  425. virtual RID multimesh_allocate() override;
  426. virtual void multimesh_initialize(RID p_multimesh) override;
  427. virtual void multimesh_free(RID p_rid) override;
  428. 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) override;
  429. virtual int multimesh_get_instance_count(RID p_multimesh) const override;
  430. virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
  431. virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
  432. virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
  433. virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
  434. virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
  435. virtual RID multimesh_get_mesh(RID p_multimesh) const override;
  436. virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
  437. virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
  438. virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
  439. virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
  440. virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
  441. virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const override;
  442. virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
  443. virtual int multimesh_get_visible_instances(RID p_multimesh) const override;
  444. virtual AABB multimesh_get_aabb(RID p_multimesh) const override;
  445. void _update_dirty_multimeshes();
  446. bool _multimesh_enable_motion_vectors(RID p_multimesh);
  447. void _multimesh_get_motion_vectors_offsets(RID p_multimesh, uint32_t &r_current_offset, uint32_t &r_prev_offset);
  448. _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
  449. MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
  450. return multimesh->xform_format;
  451. }
  452. _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
  453. MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
  454. return multimesh->uses_colors;
  455. }
  456. _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
  457. MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
  458. return multimesh->uses_custom_data;
  459. }
  460. _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
  461. MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
  462. if (multimesh->visible_instances >= 0) {
  463. return multimesh->visible_instances;
  464. }
  465. return multimesh->instances;
  466. }
  467. _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
  468. MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
  469. if (multimesh == nullptr) {
  470. return RID();
  471. }
  472. if (!multimesh->uniform_set_3d.is_valid()) {
  473. if (!multimesh->buffer.is_valid()) {
  474. return RID();
  475. }
  476. Vector<RD::Uniform> uniforms;
  477. RD::Uniform u;
  478. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  479. u.binding = 0;
  480. u.append_id(multimesh->buffer);
  481. uniforms.push_back(u);
  482. multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
  483. }
  484. return multimesh->uniform_set_3d;
  485. }
  486. _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
  487. MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
  488. if (multimesh == nullptr) {
  489. return RID();
  490. }
  491. if (!multimesh->uniform_set_2d.is_valid()) {
  492. if (!multimesh->buffer.is_valid()) {
  493. return RID();
  494. }
  495. Vector<RD::Uniform> uniforms;
  496. RD::Uniform u;
  497. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  498. u.binding = 0;
  499. u.append_id(multimesh->buffer);
  500. uniforms.push_back(u);
  501. multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
  502. }
  503. return multimesh->uniform_set_2d;
  504. }
  505. Dependency *multimesh_get_dependency(RID p_multimesh) const;
  506. /* SKELETON API */
  507. bool owns_skeleton(RID p_rid) const { return skeleton_owner.owns(p_rid); };
  508. virtual RID skeleton_allocate() override;
  509. virtual void skeleton_initialize(RID p_skeleton) override;
  510. virtual void skeleton_free(RID p_rid) override;
  511. virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
  512. virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
  513. void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform3D &p_world_transform);
  514. virtual int skeleton_get_bone_count(RID p_skeleton) const override;
  515. virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
  516. virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
  517. virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
  518. virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
  519. virtual void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) override;
  520. void _update_dirty_skeletons();
  521. _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
  522. return skeleton_owner.get_or_null(p_skeleton) != nullptr;
  523. }
  524. _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
  525. Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
  526. ERR_FAIL_COND_V(!skeleton, RID());
  527. ERR_FAIL_COND_V(skeleton->size == 0, RID());
  528. if (skeleton->use_2d) {
  529. return RID();
  530. }
  531. if (!skeleton->uniform_set_3d.is_valid()) {
  532. Vector<RD::Uniform> uniforms;
  533. RD::Uniform u;
  534. u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
  535. u.binding = 0;
  536. u.append_id(skeleton->buffer);
  537. uniforms.push_back(u);
  538. skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
  539. }
  540. return skeleton->uniform_set_3d;
  541. }
  542. };
  543. } // namespace RendererRD
  544. #endif // MESH_STORAGE_RD_H