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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_RD_H
- #define MESH_STORAGE_RD_H
- #include "../../rendering_server_globals.h"
- #include "core/templates/local_vector.h"
- #include "core/templates/rid_owner.h"
- #include "core/templates/self_list.h"
- #include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
- #include "servers/rendering/storage/mesh_storage.h"
- #include "servers/rendering/storage/utilities.h"
- namespace RendererRD {
- class MeshStorage : public RendererMeshStorage {
- public:
- enum DefaultRDBuffer {
- DEFAULT_RD_BUFFER_VERTEX,
- DEFAULT_RD_BUFFER_NORMAL,
- DEFAULT_RD_BUFFER_TANGENT,
- DEFAULT_RD_BUFFER_COLOR,
- DEFAULT_RD_BUFFER_TEX_UV,
- DEFAULT_RD_BUFFER_TEX_UV2,
- DEFAULT_RD_BUFFER_CUSTOM0,
- DEFAULT_RD_BUFFER_CUSTOM1,
- DEFAULT_RD_BUFFER_CUSTOM2,
- DEFAULT_RD_BUFFER_CUSTOM3,
- DEFAULT_RD_BUFFER_BONES,
- DEFAULT_RD_BUFFER_WEIGHTS,
- DEFAULT_RD_BUFFER_MAX,
- };
- enum IndirectMultiMesh : uint32_t {
- INDIRECT_MULTIMESH_COMMAND_STRIDE = 5
- };
- private:
- static MeshStorage *singleton;
- RID default_rd_storage_buffer;
- /* Mesh */
- RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
- struct MeshInstance;
- struct Mesh {
- struct Surface {
- RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
- uint64_t format = 0;
- RID vertex_buffer;
- RID attribute_buffer;
- RID skin_buffer;
- uint32_t vertex_count = 0;
- uint32_t vertex_buffer_size = 0;
- uint32_t skin_buffer_size = 0;
- // A different pipeline needs to be allocated
- // depending on the inputs available in the
- // material.
- // There are never that many geometry/material
- // combinations, so a simple array is the most
- // cache-efficient structure.
- struct Version {
- uint64_t input_mask = 0;
- uint32_t current_buffer = 0;
- uint32_t previous_buffer = 0;
- bool input_motion_vectors = false;
- RD::VertexFormatID vertex_format = 0;
- RID vertex_array;
- };
- SpinLock version_lock; //needed to access versions
- Version *versions = nullptr; //allocated on demand
- uint32_t version_count = 0;
- RID index_buffer;
- RID index_array;
- uint32_t index_count = 0;
- struct LOD {
- float edge_length = 0.0;
- uint32_t index_count = 0;
- RID index_buffer;
- RID index_array;
- };
- LOD *lods = nullptr;
- uint32_t lod_count = 0;
- AABB aabb;
- Vector<AABB> bone_aabbs;
- // Transform used in runtime bone AABBs compute.
- // As bone AABBs are saved in Mesh space, but bones animation is in Skeleton space.
- Transform3D mesh_to_skeleton_xform;
- Vector4 uv_scale;
- RID blend_shape_buffer;
- RID material;
- uint32_t render_index = 0;
- uint64_t render_pass = 0;
- uint32_t multimesh_render_index = 0;
- uint64_t multimesh_render_pass = 0;
- uint32_t particles_render_index = 0;
- uint64_t particles_render_pass = 0;
- RID uniform_set;
- };
- uint32_t blend_shape_count = 0;
- RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
- Surface **surfaces = nullptr;
- uint32_t surface_count = 0;
- bool has_bone_weights = false;
- AABB aabb;
- AABB custom_aabb;
- uint64_t skeleton_aabb_version = 0;
- RID skeleton_aabb_rid;
- Vector<RID> material_cache;
- List<MeshInstance *> instances;
- RID shadow_mesh;
- HashSet<Mesh *> shadow_owners;
- String path;
- Dependency dependency;
- };
- mutable RID_Owner<Mesh, true> mesh_owner;
- /* Mesh Instance API */
- struct MeshInstance {
- Mesh *mesh = nullptr;
- RID skeleton;
- struct Surface {
- RID vertex_buffer[2];
- RID uniform_set[2];
- uint32_t current_buffer = 0;
- uint32_t previous_buffer = 0;
- uint64_t last_change = 0;
- Mesh::Surface::Version *versions = nullptr; //allocated on demand
- uint32_t version_count = 0;
- };
- LocalVector<Surface> surfaces;
- LocalVector<float> blend_weights;
- RID blend_weights_buffer;
- List<MeshInstance *>::Element *I = nullptr; //used to erase itself
- uint64_t skeleton_version = 0;
- bool dirty = false;
- bool weights_dirty = false;
- SelfList<MeshInstance> weight_update_list;
- SelfList<MeshInstance> array_update_list;
- Transform2D canvas_item_transform_2d;
- MeshInstance() :
- weight_update_list(this), array_update_list(this) {}
- };
- RD::VertexFormatID _mesh_surface_generate_vertex_format(uint64_t p_surface_format, uint64_t p_input_mask, bool p_instanced_surface, bool p_input_motion_vectors, uint32_t &r_position_stride);
- void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint64_t p_input_mask, bool p_input_motion_vectors, MeshInstance::Surface *mis = nullptr, uint32_t p_current_buffer = 0, uint32_t p_previous_buffer = 0);
- void _mesh_surface_clear(Mesh *p_mesh, int p_surface);
- void _mesh_instance_clear(MeshInstance *mi);
- void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
- void _mesh_instance_add_surface_buffer(MeshInstance *mi, Mesh *mesh, MeshInstance::Surface *s, uint32_t p_surface, uint32_t p_buffer_index);
- void _mesh_instance_remove_surface(MeshInstance *mi, int p_surface);
- mutable RID_Owner<MeshInstance> mesh_instance_owner;
- SelfList<MeshInstance>::List dirty_mesh_instance_weights;
- SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
- /* MultiMesh */
- struct MultiMesh {
- RID mesh;
- int instances = 0;
- RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
- bool uses_colors = false;
- bool uses_custom_data = false;
- int visible_instances = -1;
- AABB aabb;
- AABB custom_aabb;
- bool aabb_dirty = false;
- bool buffer_set = false;
- bool indirect = false;
- bool motion_vectors_enabled = false;
- uint32_t motion_vectors_current_offset = 0;
- uint32_t motion_vectors_previous_offset = 0;
- uint64_t motion_vectors_last_change = -1;
- uint32_t stride_cache = 0;
- uint32_t color_offset_cache = 0;
- uint32_t custom_data_offset_cache = 0;
- Vector<float> data_cache; //used if individual setting is used
- bool *data_cache_dirty_regions = nullptr;
- uint32_t data_cache_dirty_region_count = 0;
- bool *previous_data_cache_dirty_regions = nullptr;
- uint32_t previous_data_cache_dirty_region_count = 0;
- RID buffer; //storage buffer
- RID uniform_set_3d;
- RID uniform_set_2d;
- RID command_buffer; //used if indirect setting is used
- bool dirty = false;
- MultiMesh *dirty_list = nullptr;
- RendererMeshStorage::MultiMeshInterpolator interpolator;
- Dependency dependency;
- };
- mutable RID_Owner<MultiMesh, true> multimesh_owner;
- MultiMesh *multimesh_dirty_list = nullptr;
- _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
- _FORCE_INLINE_ void _multimesh_enable_motion_vectors(MultiMesh *multimesh);
- _FORCE_INLINE_ void _multimesh_update_motion_vectors_data_cache(MultiMesh *multimesh);
- _FORCE_INLINE_ bool _multimesh_uses_motion_vectors(MultiMesh *multimesh);
- _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
- /* Skeleton */
- struct SkeletonShader {
- struct PushConstant {
- uint32_t has_normal;
- uint32_t has_tangent;
- uint32_t has_skeleton;
- uint32_t has_blend_shape;
- uint32_t vertex_count;
- uint32_t vertex_stride;
- uint32_t skin_stride;
- uint32_t skin_weight_offset;
- uint32_t blend_shape_count;
- uint32_t normalized_blend_shapes;
- uint32_t normal_tangent_stride;
- uint32_t pad1;
- float skeleton_transform_x[2];
- float skeleton_transform_y[2];
- float skeleton_transform_offset[2];
- float inverse_transform_x[2];
- float inverse_transform_y[2];
- float inverse_transform_offset[2];
- };
- enum {
- UNIFORM_SET_INSTANCE = 0,
- UNIFORM_SET_SURFACE = 1,
- UNIFORM_SET_SKELETON = 2,
- };
- enum {
- SHADER_MODE_2D,
- SHADER_MODE_3D,
- SHADER_MODE_MAX
- };
- SkeletonShaderRD shader;
- RID version;
- RID version_shader[SHADER_MODE_MAX];
- RID pipeline[SHADER_MODE_MAX];
- RID default_skeleton_uniform_set;
- } skeleton_shader;
- struct Skeleton {
- bool use_2d = false;
- int size = 0;
- LocalVector<float> data;
- RID buffer;
- bool dirty = false;
- Skeleton *dirty_list = nullptr;
- Transform2D base_transform_2d;
- RID uniform_set_3d;
- RID uniform_set_mi;
- uint64_t version = 1;
- Dependency dependency;
- };
- mutable RID_Owner<Skeleton, true> skeleton_owner;
- _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
- Skeleton *skeleton_dirty_list = nullptr;
- enum AttributeLocation {
- ATTRIBUTE_LOCATION_PREV_VERTEX = 12,
- ATTRIBUTE_LOCATION_PREV_NORMAL = 13,
- ATTRIBUTE_LOCATION_PREV_TANGENT = 14
- };
- public:
- static MeshStorage *get_singleton();
- MeshStorage();
- virtual ~MeshStorage();
- bool free(RID p_rid);
- RID get_default_rd_storage_buffer() const { return default_rd_storage_buffer; }
- /* MESH API */
- bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); }
- virtual RID mesh_allocate() override;
- virtual void mesh_initialize(RID p_mesh) override;
- virtual void mesh_free(RID p_rid) override;
- virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
- /// Return stride
- virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
- virtual int mesh_get_blend_shape_count(RID p_mesh) const override;
- virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
- virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
- virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
- virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
- virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
- virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
- virtual int mesh_get_surface_count(RID p_mesh) const override;
- virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
- virtual AABB mesh_get_custom_aabb(RID p_mesh) const override;
- virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
- virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
- virtual void mesh_set_path(RID p_mesh, const String &p_path) override;
- virtual String mesh_get_path(RID p_mesh) const override;
- virtual void mesh_clear(RID p_mesh) override;
- virtual void mesh_surface_remove(RID p_mesh, int p_surface) override;
- virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
- _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
- Mesh *mesh = mesh_owner.get_or_null(p_mesh);
- ERR_FAIL_NULL_V(mesh, nullptr);
- r_surface_count = mesh->surface_count;
- if (r_surface_count == 0) {
- return nullptr;
- }
- if (mesh->material_cache.is_empty()) {
- mesh->material_cache.resize(mesh->surface_count);
- for (uint32_t i = 0; i < r_surface_count; i++) {
- mesh->material_cache.write[i] = mesh->surfaces[i]->material;
- }
- }
- return mesh->material_cache.ptr();
- }
- _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
- Mesh *mesh = mesh_owner.get_or_null(p_mesh);
- ERR_FAIL_NULL_V(mesh, nullptr);
- ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
- return mesh->surfaces[p_surface_index];
- }
- _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
- Mesh *mesh = mesh_owner.get_or_null(p_mesh);
- ERR_FAIL_NULL_V(mesh, RID());
- return mesh->shadow_mesh;
- }
- _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
- Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
- return surface->primitive;
- }
- _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- return s->lod_count > 0;
- }
- _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- return s->index_count ? s->index_count : s->vertex_count;
- }
- _FORCE_INLINE_ AABB mesh_surface_get_aabb(void *p_surface) {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- return s->aabb;
- }
- _FORCE_INLINE_ uint64_t mesh_surface_get_format(void *p_surface) {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- return s->format;
- }
- _FORCE_INLINE_ Vector4 mesh_surface_get_uv_scale(void *p_surface) {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- return s->uv_scale;
- }
- _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 {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- int32_t current_lod = -1;
- r_index_count = s->index_count;
- for (uint32_t i = 0; i < s->lod_count; i++) {
- float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
- if (screen_size > p_mesh_lod_threshold) {
- break;
- }
- current_lod = i;
- }
- if (current_lod == -1) {
- return 0;
- } else {
- r_index_count = s->lods[current_lod].index_count;
- return current_lod + 1;
- }
- }
- _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- if (p_lod == 0) {
- return s->index_array;
- } else {
- return s->lods[p_lod - 1].index_array;
- }
- }
- _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint64_t p_input_mask, bool p_input_motion_vectors, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- s->version_lock.lock();
- //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
- for (uint32_t i = 0; i < s->version_count; i++) {
- if (s->versions[i].input_mask != p_input_mask || s->versions[i].input_motion_vectors != p_input_motion_vectors) {
- // Find the version that matches the inputs required.
- continue;
- }
- //we have this version, hooray
- r_vertex_format = s->versions[i].vertex_format;
- r_vertex_array_rd = s->versions[i].vertex_array;
- s->version_lock.unlock();
- return;
- }
- uint32_t version = s->version_count;
- s->version_count++;
- s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
- _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask, p_input_motion_vectors);
- r_vertex_format = s->versions[version].vertex_format;
- r_vertex_array_rd = s->versions[version].vertex_array;
- s->version_lock.unlock();
- }
- _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint64_t p_surface_index, uint64_t p_input_mask, bool p_input_motion_vectors, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
- MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
- ERR_FAIL_NULL(mi);
- Mesh *mesh = mi->mesh;
- ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
- MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
- uint32_t current_buffer = mis->current_buffer;
- // Using the previous buffer is only allowed if the surface was updated this frame and motion vectors are required.
- uint32_t previous_buffer = p_input_motion_vectors && (RSG::rasterizer->get_frame_number() == mis->last_change) ? mis->previous_buffer : current_buffer;
- s->version_lock.lock();
- //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
- for (uint32_t i = 0; i < mis->version_count; i++) {
- if (mis->versions[i].input_mask != p_input_mask || mis->versions[i].input_motion_vectors != p_input_motion_vectors) {
- // Find the version that matches the inputs required.
- continue;
- }
- if (mis->versions[i].current_buffer != current_buffer || mis->versions[i].previous_buffer != previous_buffer) {
- // Find the version that corresponds to the correct buffers that should be used.
- continue;
- }
- //we have this version, hooray
- r_vertex_format = mis->versions[i].vertex_format;
- r_vertex_array_rd = mis->versions[i].vertex_array;
- s->version_lock.unlock();
- return;
- }
- uint32_t version = mis->version_count;
- mis->version_count++;
- mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
- _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, p_input_motion_vectors, mis, current_buffer, previous_buffer);
- r_vertex_format = mis->versions[version].vertex_format;
- r_vertex_array_rd = mis->versions[version].vertex_array;
- s->version_lock.unlock();
- }
- _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
- ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
- return mesh_default_rd_buffers[p_buffer];
- }
- _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) {
- Mesh *mesh = mesh_owner.get_or_null(p_mesh);
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
- if (s->render_pass != p_render_pass) {
- (*r_index)++;
- s->render_pass = p_render_pass;
- s->render_index = *r_index;
- }
- return s->render_index;
- }
- _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) {
- Mesh *mesh = mesh_owner.get_or_null(p_mesh);
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
- if (s->multimesh_render_pass != p_render_pass) {
- (*r_index)++;
- s->multimesh_render_pass = p_render_pass;
- s->multimesh_render_index = *r_index;
- }
- return s->multimesh_render_index;
- }
- _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) {
- Mesh *mesh = mesh_owner.get_or_null(p_mesh);
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
- if (s->particles_render_pass != p_render_pass) {
- (*r_index)++;
- s->particles_render_pass = p_render_pass;
- s->particles_render_index = *r_index;
- }
- return s->particles_render_index;
- }
- _FORCE_INLINE_ RD::VertexFormatID mesh_surface_get_vertex_format(void *p_surface, uint64_t p_input_mask, bool p_instanced_surface, bool p_input_motion_vectors) {
- Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
- uint32_t position_stride = 0;
- return _mesh_surface_generate_vertex_format(s->format, p_input_mask, p_instanced_surface, p_input_motion_vectors, position_stride);
- }
- Dependency *mesh_get_dependency(RID p_mesh) const;
- /* MESH INSTANCE API */
- bool owns_mesh_instance(RID p_rid) const { return mesh_instance_owner.owns(p_rid); }
- virtual RID mesh_instance_create(RID p_base) override;
- virtual void mesh_instance_free(RID p_rid) override;
- virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
- virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
- virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
- virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) override;
- virtual void update_mesh_instances() override;
- /* MULTIMESH API */
- bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); }
- virtual RID _multimesh_allocate() override;
- virtual void _multimesh_initialize(RID p_multimesh) override;
- virtual void _multimesh_free(RID p_rid) override;
- 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, bool p_use_indirect = false) override;
- virtual int _multimesh_get_instance_count(RID p_multimesh) const override;
- virtual void _multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
- virtual void _multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
- virtual void _multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
- virtual void _multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
- virtual void _multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
- virtual RID _multimesh_get_mesh(RID p_multimesh) const override;
- virtual Transform3D _multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
- virtual Transform2D _multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
- virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
- virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
- virtual void _multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
- virtual RID _multimesh_get_command_buffer_rd_rid(RID p_multimesh) const override;
- virtual RID _multimesh_get_buffer_rd_rid(RID p_multimesh) const override;
- virtual Vector<float> _multimesh_get_buffer(RID p_multimesh) const override;
- virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
- virtual int _multimesh_get_visible_instances(RID p_multimesh) const override;
- virtual void _multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb) override;
- virtual AABB _multimesh_get_custom_aabb(RID p_multimesh) const override;
- virtual AABB _multimesh_get_aabb(RID p_multimesh) override;
- virtual MultiMeshInterpolator *_multimesh_get_interpolator(RID p_multimesh) const override;
- void _update_dirty_multimeshes();
- void _multimesh_get_motion_vectors_offsets(RID p_multimesh, uint32_t &r_current_offset, uint32_t &r_prev_offset);
- bool _multimesh_uses_motion_vectors_offsets(RID p_multimesh);
- bool _multimesh_uses_motion_vectors(RID p_multimesh);
- _FORCE_INLINE_ bool multimesh_uses_indirect(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->indirect;
- }
- _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->xform_format;
- }
- _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->uses_colors;
- }
- _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- return multimesh->uses_custom_data;
- }
- _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- if (multimesh->visible_instances >= 0) {
- return multimesh->visible_instances;
- }
- return multimesh->instances;
- }
- _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- if (multimesh == nullptr) {
- return RID();
- }
- if (!multimesh->uniform_set_3d.is_valid()) {
- if (!multimesh->buffer.is_valid()) {
- return RID();
- }
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(multimesh->buffer);
- uniforms.push_back(u);
- multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
- return multimesh->uniform_set_3d;
- }
- _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
- MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
- if (multimesh == nullptr) {
- return RID();
- }
- if (!multimesh->uniform_set_2d.is_valid()) {
- if (!multimesh->buffer.is_valid()) {
- return RID();
- }
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(multimesh->buffer);
- uniforms.push_back(u);
- multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
- return multimesh->uniform_set_2d;
- }
- Dependency *multimesh_get_dependency(RID p_multimesh) const;
- /* SKELETON API */
- bool owns_skeleton(RID p_rid) const { return skeleton_owner.owns(p_rid); }
- virtual RID skeleton_allocate() override;
- virtual void skeleton_initialize(RID p_skeleton) override;
- virtual void skeleton_free(RID p_rid) override;
- virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
- virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
- virtual int skeleton_get_bone_count(RID p_skeleton) const override;
- virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
- virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
- virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
- virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
- virtual void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) override;
- void _update_dirty_skeletons();
- _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
- return skeleton_owner.get_or_null(p_skeleton) != nullptr;
- }
- _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
- Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
- ERR_FAIL_NULL_V(skeleton, RID());
- if (skeleton->size == 0) {
- return RID();
- }
- if (skeleton->use_2d) {
- return RID();
- }
- if (!skeleton->uniform_set_3d.is_valid()) {
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.append_id(skeleton->buffer);
- uniforms.push_back(u);
- skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
- return skeleton->uniform_set_3d;
- }
- };
- } // namespace RendererRD
- #endif // MESH_STORAGE_RD_H
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