Path: blob/master/drivers/gles3/storage/mesh_storage.h
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/**************************************************************************/1/* mesh_storage.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#ifdef GLES3_ENABLED3334#include "core/templates/local_vector.h"35#include "core/templates/rid_owner.h"36#include "core/templates/self_list.h"37#include "drivers/gles3/shaders/skeleton.glsl.gen.h"38#include "servers/rendering/storage/mesh_storage.h"39#include "servers/rendering/storage/utilities.h"4041#include "platform_gl.h"4243namespace GLES3 {4445struct MeshInstance;4647struct Mesh {48struct Surface {49struct Attrib {50bool enabled;51bool integer;52GLint size;53GLenum type;54GLboolean normalized;55GLsizei stride;56uint32_t offset;57};58RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;59uint64_t format = 0;6061GLuint vertex_buffer = 0;62GLuint attribute_buffer = 0;63GLuint skin_buffer = 0;64uint32_t vertex_count = 0;65uint32_t vertex_buffer_size = 0;66uint32_t attribute_buffer_size = 0;67uint32_t skin_buffer_size = 0;6869// Cache vertex arrays so they can be created70struct Version {71uint32_t input_mask = 0;72GLuint vertex_array = 0;7374Attrib attribs[RS::ARRAY_MAX];75};7677SpinLock version_lock; //needed to access versions78Version *versions = nullptr; //allocated on demand79uint32_t version_count = 0;8081GLuint index_buffer = 0;82uint32_t index_count = 0;83uint32_t index_buffer_size = 0;8485struct Wireframe {86GLuint index_buffer = 0;87uint32_t index_count = 0;88uint32_t index_buffer_size = 0;89};9091Wireframe *wireframe = nullptr;9293struct LOD {94float edge_length = 0.0;95uint32_t index_count = 0;96uint32_t index_buffer_size = 0;97GLuint index_buffer = 0;98};99100LOD *lods = nullptr;101uint32_t lod_count = 0;102103AABB aabb;104105Vector<AABB> bone_aabbs;106107// Transform used in runtime bone AABBs compute.108// As bone AABBs are saved in Mesh space, but bones animation is in Skeleton space.109Transform3D mesh_to_skeleton_xform;110111Vector4 uv_scale;112113struct BlendShape {114GLuint vertex_buffer = 0;115GLuint vertex_array = 0;116};117118BlendShape *blend_shapes = nullptr;119GLuint skeleton_vertex_array = 0;120121RID material;122};123124uint32_t blend_shape_count = 0;125RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;126127Surface **surfaces = nullptr;128uint32_t surface_count = 0;129130bool has_bone_weights = false;131132AABB aabb;133AABB custom_aabb;134uint64_t skeleton_aabb_version = 0;135136Vector<RID> material_cache;137138List<MeshInstance *> instances;139140RID shadow_mesh;141HashSet<Mesh *> shadow_owners;142143String path;144145Dependency dependency;146};147148/* Mesh Instance */149150struct MeshInstance {151Mesh *mesh = nullptr;152RID skeleton;153struct Surface {154GLuint vertex_buffers[2] = { 0, 0 };155GLuint vertex_arrays[2] = { 0, 0 };156GLuint vertex_buffer = 0;157int vertex_stride_cache = 0;158int vertex_size_cache = 0;159int vertex_normal_offset_cache = 0;160int vertex_tangent_offset_cache = 0;161uint64_t format_cache = 0;162163Mesh::Surface::Version *versions = nullptr; //allocated on demand164uint32_t version_count = 0;165};166LocalVector<Surface> surfaces;167LocalVector<float> blend_weights;168169List<MeshInstance *>::Element *I = nullptr; //used to erase itself170uint64_t skeleton_version = 0;171bool dirty = false;172bool weights_dirty = false;173SelfList<MeshInstance> weight_update_list;174SelfList<MeshInstance> array_update_list;175Transform2D canvas_item_transform_2d;176MeshInstance() :177weight_update_list(this), array_update_list(this) {}178};179180/* MultiMesh */181182struct MultiMesh {183RID mesh;184int instances = 0;185RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;186bool uses_colors = false;187bool uses_custom_data = false;188int visible_instances = -1;189AABB aabb;190AABB custom_aabb;191bool aabb_dirty = false;192bool buffer_set = false;193uint32_t stride_cache = 0;194uint32_t color_offset_cache = 0;195uint32_t custom_data_offset_cache = 0;196197Vector<float> data_cache; //used if individual setting is used198bool *data_cache_dirty_regions = nullptr;199uint32_t data_cache_used_dirty_regions = 0;200201GLuint buffer = 0;202203bool dirty = false;204MultiMesh *dirty_list = nullptr;205206RendererMeshStorage::MultiMeshInterpolator interpolator;207208Dependency dependency;209};210211struct Skeleton {212bool use_2d = false;213int size = 0;214int height = 0;215LocalVector<float> data;216217bool dirty = false;218Skeleton *dirty_list = nullptr;219Transform2D base_transform_2d;220221GLuint transforms_texture = 0;222223uint64_t version = 1;224225Dependency dependency;226};227228class MeshStorage : public RendererMeshStorage {229private:230static MeshStorage *singleton;231232struct {233SkeletonShaderGLES3 shader;234RID shader_version;235} skeleton_shader;236237/* Mesh */238239mutable RID_Owner<Mesh, true> mesh_owner;240241void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint64_t p_input_mask, MeshInstance::Surface *mis = nullptr);242void _mesh_surface_clear(Mesh *mesh, int p_surface);243244/* Mesh Instance API */245246mutable RID_Owner<MeshInstance> mesh_instance_owner;247248void _mesh_instance_clear(MeshInstance *mi);249void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);250void _mesh_instance_remove_surface(MeshInstance *mi, int p_surface);251void _blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface);252SelfList<MeshInstance>::List dirty_mesh_instance_weights;253SelfList<MeshInstance>::List dirty_mesh_instance_arrays;254255/* MultiMesh */256257mutable RID_Owner<MultiMesh, true> multimesh_owner;258259MultiMesh *multimesh_dirty_list = nullptr;260261_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;262_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);263_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);264_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);265266/* Skeleton */267268mutable RID_Owner<Skeleton, true> skeleton_owner;269270_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);271void _compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface);272273Skeleton *skeleton_dirty_list = nullptr;274275public:276static MeshStorage *get_singleton();277278MeshStorage();279virtual ~MeshStorage();280281/* MESH API */282283Mesh *get_mesh(RID p_rid) { return mesh_owner.get_or_null(p_rid); }284bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); }285286virtual RID mesh_allocate() override;287virtual void mesh_initialize(RID p_rid) override;288virtual void mesh_free(RID p_rid) override;289290virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;291virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;292293virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;294295virtual int mesh_get_blend_shape_count(RID p_mesh) const override;296297virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;298virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;299300virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;301virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;302virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;303virtual void mesh_surface_update_index_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;304305virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;306virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;307308virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;309virtual int mesh_get_surface_count(RID p_mesh) const override;310311virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;312virtual AABB mesh_get_custom_aabb(RID p_mesh) const override;313virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;314315virtual void mesh_set_path(RID p_mesh, const String &p_path) override;316virtual String mesh_get_path(RID p_mesh) const override;317318virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;319320virtual void mesh_clear(RID p_mesh) override;321virtual void mesh_surface_remove(RID p_mesh, int p_surface) override;322virtual void mesh_debug_usage(List<RS::MeshInfo> *r_info) override {}323324_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {325Mesh *mesh = mesh_owner.get_or_null(p_mesh);326ERR_FAIL_NULL_V(mesh, nullptr);327r_surface_count = mesh->surface_count;328if (r_surface_count == 0) {329return nullptr;330}331if (mesh->material_cache.is_empty()) {332mesh->material_cache.resize(mesh->surface_count);333for (uint32_t i = 0; i < r_surface_count; i++) {334mesh->material_cache.write[i] = mesh->surfaces[i]->material;335}336}337338return mesh->material_cache.ptr();339}340341_FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {342Mesh *mesh = mesh_owner.get_or_null(p_mesh);343ERR_FAIL_NULL_V(mesh, nullptr);344ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);345346return mesh->surfaces[p_surface_index];347}348349_FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {350Mesh *mesh = mesh_owner.get_or_null(p_mesh);351ERR_FAIL_NULL_V(mesh, RID());352353return mesh->shadow_mesh;354}355356_FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {357Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);358return surface->primitive;359}360361_FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {362Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);363return s->lod_count > 0;364}365366_FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {367Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);368return s->index_count ? s->index_count : s->vertex_count;369}370371_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 {372Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);373ERR_FAIL_NULL_V(s, 0);374375int32_t current_lod = -1;376r_index_count = s->index_count;377378for (uint32_t i = 0; i < s->lod_count; i++) {379float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;380if (screen_size > p_mesh_lod_threshold) {381break;382}383current_lod = i;384}385if (current_lod == -1) {386return 0;387} else {388r_index_count = s->lods[current_lod].index_count;389return current_lod + 1;390}391}392393_FORCE_INLINE_ GLuint mesh_surface_get_index_buffer(void *p_surface, uint32_t p_lod) const {394Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);395396if (p_lod == 0) {397return s->index_buffer;398} else {399return s->lods[p_lod - 1].index_buffer;400}401}402403_FORCE_INLINE_ GLuint mesh_surface_get_index_buffer_wireframe(void *p_surface) const {404Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);405406if (s->wireframe) {407return s->wireframe->index_buffer;408}409410return 0;411}412413_FORCE_INLINE_ GLenum mesh_surface_get_index_type(void *p_surface) const {414Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);415416return (s->vertex_count <= 65536 && s->vertex_count > 0) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;417}418419// Use this to cache Vertex Array Objects so they are only generated once420_FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint64_t p_input_mask, GLuint &r_vertex_array_gl) {421Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);422423s->version_lock.lock();424425// There will never be more than 3 or 4 versions, so iterating is the fastest way.426427for (uint32_t i = 0; i < s->version_count; i++) {428if (s->versions[i].input_mask != p_input_mask) {429continue;430}431// We have this version, hooray.432r_vertex_array_gl = s->versions[i].vertex_array;433s->version_lock.unlock();434return;435}436437uint32_t version = s->version_count;438s->version_count++;439s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);440441_mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);442443r_vertex_array_gl = s->versions[version].vertex_array;444445s->version_lock.unlock();446}447448/* MESH INSTANCE API */449450MeshInstance *get_mesh_instance(RID p_rid) { return mesh_instance_owner.get_or_null(p_rid); }451bool owns_mesh_instance(RID p_rid) { return mesh_instance_owner.owns(p_rid); }452453virtual RID mesh_instance_create(RID p_base) override;454virtual void mesh_instance_free(RID p_rid) override;455virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;456virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;457virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;458virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) override;459virtual void update_mesh_instances() override;460461// TODO: considering hashing versions with multimesh buffer RID.462// Doing so would allow us to avoid specifying multimesh buffer pointers every frame and may improve performance.463_FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint64_t p_input_mask, GLuint &r_vertex_array_gl) {464MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);465ERR_FAIL_NULL(mi);466Mesh *mesh = mi->mesh;467ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);468469MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];470Mesh::Surface *s = mesh->surfaces[p_surface_index];471472s->version_lock.lock();473474//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way475476for (uint32_t i = 0; i < mis->version_count; i++) {477if (mis->versions[i].input_mask != p_input_mask) {478continue;479}480//we have this version, hooray481r_vertex_array_gl = mis->versions[i].vertex_array;482s->version_lock.unlock();483return;484}485486uint32_t version = mis->version_count;487mis->version_count++;488mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);489490_mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);491492r_vertex_array_gl = mis->versions[version].vertex_array;493494s->version_lock.unlock();495}496497/* MULTIMESH API */498499MultiMesh *get_multimesh(RID p_rid) { return multimesh_owner.get_or_null(p_rid); }500bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); }501502virtual RID _multimesh_allocate() override;503virtual void _multimesh_initialize(RID p_rid) override;504virtual void _multimesh_free(RID p_rid) override;505virtual 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;506virtual int _multimesh_get_instance_count(RID p_multimesh) const override;507508virtual void _multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;509virtual void _multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;510virtual void _multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;511virtual void _multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;512virtual void _multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;513514virtual RID _multimesh_get_mesh(RID p_multimesh) const override;515virtual void _multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb) override;516virtual AABB _multimesh_get_custom_aabb(RID p_multimesh) const override;517virtual AABB _multimesh_get_aabb(RID p_multimesh) override;518519virtual Transform3D _multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;520virtual Transform2D _multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;521virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const override;522virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;523virtual void _multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;524virtual RID _multimesh_get_command_buffer_rd_rid(RID p_multimesh) const override;525virtual RID _multimesh_get_buffer_rd_rid(RID p_multimesh) const override;526virtual Vector<float> _multimesh_get_buffer(RID p_multimesh) const override;527528virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;529virtual int _multimesh_get_visible_instances(RID p_multimesh) const override;530531virtual MultiMeshInterpolator *_multimesh_get_interpolator(RID p_multimesh) const override;532533void _update_dirty_multimeshes();534535_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {536MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);537ERR_FAIL_NULL_V(multimesh, RS::MULTIMESH_TRANSFORM_3D);538return multimesh->xform_format;539}540541_FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {542MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);543ERR_FAIL_NULL_V(multimesh, false);544return multimesh->uses_colors;545}546547_FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {548MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);549ERR_FAIL_NULL_V(multimesh, false);550return multimesh->uses_custom_data;551}552553_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {554MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);555ERR_FAIL_NULL_V(multimesh, 0);556if (multimesh->visible_instances >= 0) {557return multimesh->visible_instances;558}559return multimesh->instances;560}561562_FORCE_INLINE_ GLuint multimesh_get_gl_buffer(RID p_multimesh) const {563MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);564ERR_FAIL_NULL_V(multimesh, 0);565return multimesh->buffer;566}567568_FORCE_INLINE_ uint32_t multimesh_get_stride(RID p_multimesh) const {569MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);570ERR_FAIL_NULL_V(multimesh, 0);571return multimesh->stride_cache;572}573574_FORCE_INLINE_ uint32_t multimesh_get_color_offset(RID p_multimesh) const {575MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);576ERR_FAIL_NULL_V(multimesh, 0);577return multimesh->color_offset_cache;578}579580_FORCE_INLINE_ uint32_t multimesh_get_custom_data_offset(RID p_multimesh) const {581MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);582ERR_FAIL_NULL_V(multimesh, 0);583return multimesh->custom_data_offset_cache;584}585586/* SKELETON API */587588Skeleton *get_skeleton(RID p_rid) { return skeleton_owner.get_or_null(p_rid); }589bool owns_skeleton(RID p_rid) { return skeleton_owner.owns(p_rid); }590591virtual RID skeleton_allocate() override;592virtual void skeleton_initialize(RID p_rid) override;593virtual void skeleton_free(RID p_rid) override;594595virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;596virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;597virtual int skeleton_get_bone_count(RID p_skeleton) const override;598virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;599virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;600virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;601virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;602603virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override;604605void _update_dirty_skeletons();606607_FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {608return skeleton_owner.get_or_null(p_skeleton) != nullptr;609}610};611612} // namespace GLES3613614#endif // GLES3_ENABLED615616617