godot/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp

/**************************************************************************/
/*  mesh_storage.cpp                                                      */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "mesh_storage.h"

usingnamespaceRendererRD;

MeshStorage *MeshStorage::singleton =;

MeshStorage *MeshStorage::get_singleton() {}

MeshStorage::MeshStorage() {}

MeshStorage::~MeshStorage() {}

bool MeshStorage::free(RID p_rid) {}

/* MESH API */

RID MeshStorage::mesh_allocate() {}

void MeshStorage::mesh_initialize(RID p_rid) {}

void MeshStorage::mesh_free(RID p_rid) {}

void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {}

/// Returns stride
void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {}

int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {}

void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {}

RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const {}

void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {}

void MeshStorage::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {}

void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {}

void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {}

RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {}

RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {}

int MeshStorage::mesh_get_surface_count(RID p_mesh) const {}

void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {}

AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const {}

AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {}

void MeshStorage::mesh_set_path(RID p_mesh, const String &p_path) {}

String MeshStorage::mesh_get_path(RID p_mesh) const {}

void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {}

void MeshStorage::mesh_clear(RID p_mesh) {}

bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {}

Dependency *MeshStorage::mesh_get_dependency(RID p_mesh) const {}

/* MESH INSTANCE */

RID MeshStorage::mesh_instance_create(RID p_base) {}

void MeshStorage::mesh_instance_free(RID p_rid) {}

void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {}

void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {}

void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {}

void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {}

void MeshStorage::_mesh_instance_add_surface_buffer(MeshInstance *mi, Mesh *mesh, MeshInstance::Surface *s, uint32_t p_surface, uint32_t p_buffer_index) {}

void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {}

void MeshStorage::mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) {}

void MeshStorage::update_mesh_instances() {}

RD::VertexFormatID MeshStorage::_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 MeshStorage::_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, uint32_t p_current_buffer, uint32_t p_previous_buffer) {}

////////////////// MULTIMESH

RID MeshStorage::_multimesh_allocate() {}
void MeshStorage::_multimesh_initialize(RID p_rid) {}

void MeshStorage::_multimesh_free(RID p_rid) {}

void MeshStorage::_multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {}

void MeshStorage::_multimesh_enable_motion_vectors(MultiMesh *multimesh) {}

void MeshStorage::_multimesh_get_motion_vectors_offsets(RID p_multimesh, uint32_t &r_current_offset, uint32_t &r_prev_offset) {}

bool MeshStorage::_multimesh_uses_motion_vectors_offsets(RID p_multimesh) {}

int MeshStorage::_multimesh_get_instance_count(RID p_multimesh) const {}

void MeshStorage::_multimesh_set_mesh(RID p_multimesh, RID p_mesh) {}

#define MULTIMESH_DIRTY_REGION_SIZE

void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {}

void MeshStorage::_multimesh_update_motion_vectors_data_cache(MultiMesh *multimesh) {}

bool MeshStorage::_multimesh_uses_motion_vectors(MultiMesh *multimesh) {}

void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {}

void MeshStorage::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) {}

void MeshStorage::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {}

void MeshStorage::_multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {}

void MeshStorage::_multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {}

void MeshStorage::_multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {}

void MeshStorage::_multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {}

RID MeshStorage::_multimesh_get_mesh(RID p_multimesh) const {}

Dependency *MeshStorage::multimesh_get_dependency(RID p_multimesh) const {}

Transform3D MeshStorage::_multimesh_instance_get_transform(RID p_multimesh, int p_index) const {}

Transform2D MeshStorage::_multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {}

Color MeshStorage::_multimesh_instance_get_color(RID p_multimesh, int p_index) const {}

Color MeshStorage::_multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {}

void MeshStorage::_multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {}

Vector<float> MeshStorage::_multimesh_get_buffer(RID p_multimesh) const {}

void MeshStorage::_multimesh_set_visible_instances(RID p_multimesh, int p_visible) {}

int MeshStorage::_multimesh_get_visible_instances(RID p_multimesh) const {}

void MeshStorage::_multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb) {}

AABB MeshStorage::_multimesh_get_custom_aabb(RID p_multimesh) const {}

AABB MeshStorage::_multimesh_get_aabb(RID p_multimesh) {}

MeshStorage::MultiMeshInterpolator *MeshStorage::_multimesh_get_interpolator(RID p_multimesh) const {}

void MeshStorage::_update_dirty_multimeshes() {}

/* SKELETON API */

RID MeshStorage::skeleton_allocate() {}
void MeshStorage::skeleton_initialize(RID p_rid) {}

void MeshStorage::skeleton_free(RID p_rid) {}

void MeshStorage::_skeleton_make_dirty(Skeleton *skeleton) {}

void MeshStorage::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {}

int MeshStorage::skeleton_get_bone_count(RID p_skeleton) const {}

void MeshStorage::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {}

Transform3D MeshStorage::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {}

void MeshStorage::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {}

Transform2D MeshStorage::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {}

void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {}

void MeshStorage::_update_dirty_skeletons() {}

void MeshStorage::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {}