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/rendering_server_globals.h"39#include "servers/rendering/storage/mesh_storage.h"40#include "servers/rendering/storage/utilities.h"4142#include "platform_gl.h"4344namespace GLES3 {4546struct MeshInstance;4748struct Mesh {49struct Surface {50struct Attrib {51bool enabled;52bool integer;53GLint size;54GLenum type;55GLboolean normalized;56GLsizei stride;57uint32_t offset;58};59RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;60uint64_t format = 0;6162GLuint vertex_buffer = 0;63GLuint attribute_buffer = 0;64GLuint skin_buffer = 0;65uint32_t vertex_count = 0;66uint32_t vertex_buffer_size = 0;67uint32_t attribute_buffer_size = 0;68uint32_t skin_buffer_size = 0;6970// Cache vertex arrays so they can be created71struct Version {72uint32_t input_mask = 0;73bool uses_motion_vectors = false;74uint32_t current_vertex_buffer = 0;75uint32_t prev_vertex_buffer = 0;76GLuint vertex_array = 0;7778Attrib attribs[RS::ARRAY_MAX];79};8081SpinLock version_lock; //needed to access versions82Version *versions = nullptr; //allocated on demand83uint32_t version_count = 0;8485GLuint index_buffer = 0;86uint32_t index_count = 0;87uint32_t index_buffer_size = 0;8889struct Wireframe {90GLuint index_buffer = 0;91uint32_t index_count = 0;92uint32_t index_buffer_size = 0;93};9495Wireframe *wireframe = nullptr;9697struct LOD {98float edge_length = 0.0;99uint32_t index_count = 0;100uint32_t index_buffer_size = 0;101GLuint index_buffer = 0;102};103104LOD *lods = nullptr;105uint32_t lod_count = 0;106107AABB aabb;108109Vector<AABB> bone_aabbs;110111// Transform used in runtime bone AABBs compute.112// As bone AABBs are saved in Mesh space, but bones animation is in Skeleton space.113Transform3D mesh_to_skeleton_xform;114115Vector4 uv_scale;116117struct BlendShape {118GLuint vertex_buffer = 0;119GLuint vertex_array = 0;120};121122BlendShape *blend_shapes = nullptr;123GLuint skeleton_vertex_array = 0;124125RID material;126};127128uint32_t blend_shape_count = 0;129RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;130131Surface **surfaces = nullptr;132uint32_t surface_count = 0;133134bool has_bone_weights = false;135136AABB aabb;137AABB custom_aabb;138uint64_t skeleton_aabb_version = 0;139140Vector<RID> material_cache;141142List<MeshInstance *> instances;143144RID shadow_mesh;145HashSet<Mesh *> shadow_owners;146147String path;148149Dependency dependency;150};151152/* Mesh Instance */153154struct MeshInstance {155Mesh *mesh = nullptr;156RID skeleton;157struct Surface {158GLuint blend_shape_vertex_buffers[2] = { 0, 0 };159GLuint vertex_arrays[2] = { 0, 0 };160GLuint vertex_buffers[2] = { 0, 0 };161int vertex_stride_cache = 0;162int vertex_size_cache = 0;163int vertex_normal_offset_cache = 0;164int vertex_tangent_offset_cache = 0;165uint64_t format_cache = 0;166167Mesh::Surface::Version *versions = nullptr; //allocated on demand168uint32_t version_count = 0;169170bool uses_motion_vectors = false;171int current_vertex_buffer = 0;172int prev_vertex_buffer = 0;173uint64_t last_change = 0;174};175LocalVector<Surface> surfaces;176LocalVector<float> blend_weights;177178List<MeshInstance *>::Element *I = nullptr; //used to erase itself179uint64_t skeleton_version = 0;180bool dirty = false;181bool weights_dirty = false;182SelfList<MeshInstance> weight_update_list;183SelfList<MeshInstance> array_update_list;184Transform2D canvas_item_transform_2d;185MeshInstance() :186weight_update_list(this), array_update_list(this) {}187};188189/* MultiMesh */190191struct MultiMesh {192RID mesh;193int instances = 0;194RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;195bool uses_colors = false;196bool uses_custom_data = false;197int visible_instances = -1;198AABB aabb;199AABB custom_aabb;200bool aabb_dirty = false;201bool buffer_set = false;202uint32_t stride_cache = 0;203uint32_t color_offset_cache = 0;204uint32_t custom_data_offset_cache = 0;205206Vector<float> data_cache; //used if individual setting is used207bool *data_cache_dirty_regions = nullptr;208uint32_t data_cache_used_dirty_regions = 0;209210GLuint buffer[2] = { 0, 0 };211int current_buffer = 0;212int prev_buffer = 0;213uint64_t last_change = 0;214215bool dirty = false;216MultiMesh *dirty_list = nullptr;217218RendererMeshStorage::MultiMeshInterpolator interpolator;219220Dependency dependency;221};222223struct Skeleton {224bool use_2d = false;225int size = 0;226int height = 0;227LocalVector<float> data;228229bool dirty = false;230Skeleton *dirty_list = nullptr;231Transform2D base_transform_2d;232233GLuint transforms_texture = 0;234235uint64_t version = 1;236237Dependency dependency;238};239240class MeshStorage : public RendererMeshStorage {241private:242static MeshStorage *singleton;243244struct {245SkeletonShaderGLES3 shader;246RID shader_version;247} skeleton_shader;248249/* Mesh */250251mutable RID_Owner<Mesh, true> mesh_owner;252253void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint64_t p_input_mask, bool p_uses_motion_vectors, MeshInstance::Surface *mis = nullptr, int p_current_vertex_buffer = 0, int p_prev_vertex_buffer = 0);254void _mesh_surface_clear(Mesh *mesh, int p_surface);255256/* Mesh Instance API */257258mutable RID_Owner<MeshInstance> mesh_instance_owner;259260void _mesh_instance_clear(MeshInstance *mi);261void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);262void _mesh_instance_remove_surface(MeshInstance *mi, int p_surface);263void _blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface);264SelfList<MeshInstance>::List dirty_mesh_instance_weights;265SelfList<MeshInstance>::List dirty_mesh_instance_arrays;266267/* MultiMesh */268269mutable RID_Owner<MultiMesh, true> multimesh_owner;270271MultiMesh *multimesh_dirty_list = nullptr;272273_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;274_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);275_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);276_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);277278/* Skeleton */279280mutable RID_Owner<Skeleton, true> skeleton_owner;281282_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);283void _compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface);284285Skeleton *skeleton_dirty_list = nullptr;286287public:288static MeshStorage *get_singleton();289290MeshStorage();291virtual ~MeshStorage();292293/* MESH API */294295Mesh *get_mesh(RID p_rid) { return mesh_owner.get_or_null(p_rid); }296bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); }297298virtual RID mesh_allocate() override;299virtual void mesh_initialize(RID p_rid) override;300virtual void mesh_free(RID p_rid) override;301302virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;303virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;304305virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;306307virtual int mesh_get_blend_shape_count(RID p_mesh) const override;308309virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;310virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;311312virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;313virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;314virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;315virtual void mesh_surface_update_index_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;316317virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;318virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;319320virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;321virtual int mesh_get_surface_count(RID p_mesh) const override;322323virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;324virtual AABB mesh_get_custom_aabb(RID p_mesh) const override;325virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;326327virtual void mesh_set_path(RID p_mesh, const String &p_path) override;328virtual String mesh_get_path(RID p_mesh) const override;329330virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;331332virtual void mesh_clear(RID p_mesh) override;333virtual void mesh_surface_remove(RID p_mesh, int p_surface) override;334virtual void mesh_debug_usage(List<RS::MeshInfo> *r_info) override {}335336_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {337Mesh *mesh = mesh_owner.get_or_null(p_mesh);338ERR_FAIL_NULL_V(mesh, nullptr);339r_surface_count = mesh->surface_count;340if (r_surface_count == 0) {341return nullptr;342}343if (mesh->material_cache.is_empty()) {344mesh->material_cache.resize(mesh->surface_count);345for (uint32_t i = 0; i < r_surface_count; i++) {346mesh->material_cache.write[i] = mesh->surfaces[i]->material;347}348}349350return mesh->material_cache.ptr();351}352353_FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {354Mesh *mesh = mesh_owner.get_or_null(p_mesh);355ERR_FAIL_NULL_V(mesh, nullptr);356ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);357358return mesh->surfaces[p_surface_index];359}360361_FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {362Mesh *mesh = mesh_owner.get_or_null(p_mesh);363ERR_FAIL_NULL_V(mesh, RID());364365return mesh->shadow_mesh;366}367368_FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {369Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);370return surface->primitive;371}372373_FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {374Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);375return s->lod_count > 0;376}377378_FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {379Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);380return s->index_count ? s->index_count : s->vertex_count;381}382383_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 {384Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);385ERR_FAIL_NULL_V(s, 0);386387int32_t current_lod = -1;388r_index_count = s->index_count;389390for (uint32_t i = 0; i < s->lod_count; i++) {391float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;392if (screen_size > p_mesh_lod_threshold) {393break;394}395current_lod = i;396}397if (current_lod == -1) {398return 0;399} else {400r_index_count = s->lods[current_lod].index_count;401return current_lod + 1;402}403}404405_FORCE_INLINE_ GLuint mesh_surface_get_index_buffer(void *p_surface, uint32_t p_lod) const {406Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);407408if (p_lod == 0) {409return s->index_buffer;410} else {411return s->lods[p_lod - 1].index_buffer;412}413}414415_FORCE_INLINE_ GLuint mesh_surface_get_index_buffer_wireframe(void *p_surface) const {416Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);417418if (s->wireframe) {419return s->wireframe->index_buffer;420}421422return 0;423}424425_FORCE_INLINE_ GLenum mesh_surface_get_index_type(void *p_surface) const {426Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);427428return (s->vertex_count <= 65536 && s->vertex_count > 0) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;429}430431// Use this to cache Vertex Array Objects so they are only generated once432_FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint64_t p_input_mask, bool p_uses_motion_vectors, GLuint &r_vertex_array_gl) {433Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);434435s->version_lock.lock();436437// There will never be more than 3 or 4 versions, so iterating is the fastest way.438439for (uint32_t i = 0; i < s->version_count; i++) {440if (s->versions[i].input_mask != p_input_mask || s->versions[i].uses_motion_vectors != p_uses_motion_vectors) {441continue;442}443// We have this version, hooray.444r_vertex_array_gl = s->versions[i].vertex_array;445s->version_lock.unlock();446return;447}448449uint32_t version = s->version_count;450s->version_count++;451s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);452453_mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask, p_uses_motion_vectors);454455r_vertex_array_gl = s->versions[version].vertex_array;456457s->version_lock.unlock();458}459460/* MESH INSTANCE API */461462MeshInstance *get_mesh_instance(RID p_rid) { return mesh_instance_owner.get_or_null(p_rid); }463bool owns_mesh_instance(RID p_rid) { return mesh_instance_owner.owns(p_rid); }464465virtual RID mesh_instance_create(RID p_base) override;466virtual void mesh_instance_free(RID p_rid) override;467virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;468virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;469virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;470virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) override;471virtual void update_mesh_instances() override;472473// TODO: considering hashing versions with multimesh buffer RID.474// Doing so would allow us to avoid specifying multimesh buffer pointers every frame and may improve performance.475_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, bool p_uses_motion_vectors, GLuint &r_vertex_array_gl) {476MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);477ERR_FAIL_NULL(mi);478Mesh *mesh = mi->mesh;479ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);480481MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];482Mesh::Surface *s = mesh->surfaces[p_surface_index];483484uint32_t current_buffer = mis->current_vertex_buffer;485486// Using the previous buffer is only allowed if the surface was updated this frame and motion vectors are required.487uint32_t previous_buffer = p_uses_motion_vectors && (RSG::rasterizer->get_frame_number() == mis->last_change) ? mis->prev_vertex_buffer : current_buffer;488489s->version_lock.lock();490491//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way492493for (uint32_t i = 0; i < mis->version_count; i++) {494if (mis->versions[i].input_mask != p_input_mask || mis->versions[i].uses_motion_vectors != p_uses_motion_vectors) {495continue;496}497498if (mis->versions[i].current_vertex_buffer != current_buffer || mis->versions[i].prev_vertex_buffer != previous_buffer) {499continue;500}501502//we have this version, hooray503r_vertex_array_gl = mis->versions[i].vertex_array;504s->version_lock.unlock();505return;506}507508uint32_t version = mis->version_count;509mis->version_count++;510mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);511512_mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, p_uses_motion_vectors, mis, current_buffer, previous_buffer);513514r_vertex_array_gl = mis->versions[version].vertex_array;515516s->version_lock.unlock();517}518519/* MULTIMESH API */520521MultiMesh *get_multimesh(RID p_rid) { return multimesh_owner.get_or_null(p_rid); }522bool owns_multimesh(RID p_rid) { return multimesh_owner.owns(p_rid); }523524virtual RID _multimesh_allocate() override;525virtual void _multimesh_initialize(RID p_rid) override;526virtual void _multimesh_free(RID p_rid) override;527virtual 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;528virtual int _multimesh_get_instance_count(RID p_multimesh) const override;529530virtual void _multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;531virtual void _multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;532virtual void _multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;533virtual void _multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;534virtual void _multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;535536virtual RID _multimesh_get_mesh(RID p_multimesh) const override;537virtual void _multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb) override;538virtual AABB _multimesh_get_custom_aabb(RID p_multimesh) const override;539virtual AABB _multimesh_get_aabb(RID p_multimesh) override;540541virtual Transform3D _multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;542virtual Transform2D _multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;543virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const override;544virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;545virtual void _multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;546virtual RID _multimesh_get_command_buffer_rd_rid(RID p_multimesh) const override;547virtual RID _multimesh_get_buffer_rd_rid(RID p_multimesh) const override;548virtual Vector<float> _multimesh_get_buffer(RID p_multimesh) const override;549550virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;551virtual int _multimesh_get_visible_instances(RID p_multimesh) const override;552553virtual MultiMeshInterpolator *_multimesh_get_interpolator(RID p_multimesh) const override;554555void _update_dirty_multimeshes();556void _update_dirty_multimesh(MultiMesh *p_multimesh, bool p_uses_motion_vectors);557558void multimesh_vertex_attrib_setup(GLuint p_instance_buffer, uint32_t p_stride, bool p_uses_format_2d, bool p_has_color_or_custom_data, int p_attrib_base_index);559560_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {561MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);562ERR_FAIL_NULL_V(multimesh, RS::MULTIMESH_TRANSFORM_3D);563return multimesh->xform_format;564}565566_FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {567MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);568ERR_FAIL_NULL_V(multimesh, false);569return multimesh->uses_colors;570}571572_FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {573MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);574ERR_FAIL_NULL_V(multimesh, false);575return multimesh->uses_custom_data;576}577578_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {579MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);580ERR_FAIL_NULL_V(multimesh, 0);581if (multimesh->visible_instances >= 0) {582return multimesh->visible_instances;583}584return multimesh->instances;585}586587_FORCE_INLINE_ GLuint multimesh_get_gl_buffer(RID p_multimesh) const {588MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);589ERR_FAIL_NULL_V(multimesh, 0);590return multimesh->buffer[multimesh->current_buffer];591}592593_FORCE_INLINE_ GLuint multimesh_get_prev_gl_buffer(RID p_multimesh) const {594MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);595return multimesh->buffer[multimesh->prev_buffer];596}597598_FORCE_INLINE_ uint64_t multimesh_get_last_change(RID p_multimesh) const {599MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);600return multimesh->last_change;601}602603_FORCE_INLINE_ uint32_t multimesh_get_stride(RID p_multimesh) const {604MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);605ERR_FAIL_NULL_V(multimesh, 0);606return multimesh->stride_cache;607}608609_FORCE_INLINE_ uint32_t multimesh_get_color_offset(RID p_multimesh) const {610MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);611ERR_FAIL_NULL_V(multimesh, 0);612return multimesh->color_offset_cache;613}614615_FORCE_INLINE_ uint32_t multimesh_get_custom_data_offset(RID p_multimesh) const {616MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);617ERR_FAIL_NULL_V(multimesh, 0);618return multimesh->custom_data_offset_cache;619}620621/* SKELETON API */622623Skeleton *get_skeleton(RID p_rid) { return skeleton_owner.get_or_null(p_rid); }624bool owns_skeleton(RID p_rid) { return skeleton_owner.owns(p_rid); }625626virtual RID skeleton_allocate() override;627virtual void skeleton_initialize(RID p_rid) override;628virtual void skeleton_free(RID p_rid) override;629630virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;631virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;632virtual int skeleton_get_bone_count(RID p_skeleton) const override;633virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;634virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;635virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;636virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;637638virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override;639640void _update_dirty_skeletons();641642_FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {643return skeleton_owner.get_or_null(p_skeleton) != nullptr;644}645};646647} // namespace GLES3648649#endif // GLES3_ENABLED650651652