#ifdef GLES3_ENABLED
#include "mesh_storage.h"
#include "config.h"
#include "material_storage.h"
#include "texture_storage.h"
#include "utilities.h"
usingnamespaceGLES3;
MeshStorage *MeshStorage::singleton = …;
MeshStorage *MeshStorage::get_singleton() { … }
MeshStorage::MeshStorage() { … }
MeshStorage::~MeshStorage() { … }
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) { … }
bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) { … }
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) { … }
void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint64_t p_input_mask, MeshInstance::Surface *mis) { … }
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_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::_blend_shape_bind_mesh_instance_buffer(MeshInstance *p_mi, uint32_t p_surface) { … }
void MeshStorage::_compute_skeleton(MeshInstance *p_mi, Skeleton *p_sk, uint32_t p_surface) { … }
void MeshStorage::update_mesh_instances() { … }
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) { … }
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_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 { … }
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) 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 { … }
MeshStorage::MultiMeshInterpolator *MeshStorage::_multimesh_get_interpolator(RID p_multimesh) const { … }
void MeshStorage::_update_dirty_multimeshes() { … }
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) { … }
void MeshStorage::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) { … }
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::_update_dirty_skeletons() { … }
void MeshStorage::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) { … }
#endif