/**************************************************************************/
/*  mesh_storage.h                                                        */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef MESH_STORAGE_H
#define MESH_STORAGE_H

#include "servers/rendering_server.h"
#include "utilities.h"

class RendererMeshStorage {
public:
	virtual ~RendererMeshStorage() {}

	/* MESH API */

	virtual RID mesh_allocate() = 0;
	virtual void mesh_initialize(RID p_rid) = 0;
	virtual void mesh_free(RID p_rid) = 0;

	virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0;

	/// Returns stride
	virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) = 0;

	virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;

	virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) = 0;
	virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;

	virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
	virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
	virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;

	virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
	virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;

	virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0;

	virtual int mesh_get_surface_count(RID p_mesh) const = 0;

	virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
	virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
	virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) = 0;

	virtual void mesh_set_path(RID p_mesh, const String &p_path) = 0;
	virtual String mesh_get_path(RID p_mesh) const = 0;

	virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;

	virtual void mesh_clear(RID p_mesh) = 0;

	virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) = 0;

	/* MESH INSTANCE */

	virtual RID mesh_instance_create(RID p_base) = 0;
	virtual void mesh_instance_free(RID p_rid) = 0;
	virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) = 0;
	virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) = 0;
	virtual void mesh_instance_check_for_update(RID p_mesh_instance) = 0;
	virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) = 0;
	virtual void update_mesh_instances() = 0;

	/* MULTIMESH API */
	struct MultiMeshInterpolator {
		RS::MultimeshTransformFormat _transform_format = RS::MULTIMESH_TRANSFORM_3D;
		bool _use_colors = false;
		bool _use_custom_data = false;

		// The stride of the buffer in floats.
		int _stride = 0;

		// Vertex format sizes in floats.
		int _vf_size_xform = 0;
		int _vf_size_color = 0;
		int _vf_size_data = 0;

		// Set by allocate, can be used to prevent indexing out of range.
		int _num_instances = 0;

		// Quality determines whether to use lerp or slerp etc.
		int quality = 0;
		bool interpolated = false;
		bool on_interpolate_update_list = false;
		bool on_transform_update_list = false;

		Vector<float> _data_prev;
		Vector<float> _data_curr;
		Vector<float> _data_interpolated;
	};

	virtual RID multimesh_allocate();
	virtual void multimesh_initialize(RID p_rid);
	virtual void multimesh_free(RID p_rid);

	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);

	virtual int multimesh_get_instance_count(RID p_multimesh) const;

	virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
	virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform);
	virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
	virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
	virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);

	virtual void multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb);
	virtual AABB multimesh_get_custom_aabb(RID p_multimesh) const;

	virtual RID multimesh_get_mesh(RID p_multimesh) const;

	virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
	virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
	virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
	virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;

	virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer);
	virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const;

	virtual void multimesh_set_buffer_interpolated(RID p_multimesh, const Vector<float> &p_buffer, const Vector<float> &p_buffer_prev);
	virtual void multimesh_set_physics_interpolated(RID p_multimesh, bool p_interpolated);
	virtual void multimesh_set_physics_interpolation_quality(RID p_multimesh, RS::MultimeshPhysicsInterpolationQuality p_quality);
	virtual void multimesh_instance_reset_physics_interpolation(RID p_multimesh, int p_index);

	virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
	virtual int multimesh_get_visible_instances(RID p_multimesh) const;

	virtual AABB multimesh_get_aabb(RID p_multimesh);

	virtual RID _multimesh_allocate() = 0;
	virtual void _multimesh_initialize(RID p_rid) = 0;
	virtual void _multimesh_free(RID p_rid) = 0;

	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) = 0;

	virtual int _multimesh_get_instance_count(RID p_multimesh) const = 0;

	virtual void _multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
	virtual void _multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) = 0;
	virtual void _multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
	virtual void _multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
	virtual void _multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;

	virtual void _multimesh_set_custom_aabb(RID p_multimesh, const AABB &p_aabb) = 0;
	virtual AABB _multimesh_get_custom_aabb(RID p_multimesh) const = 0;

	virtual RID _multimesh_get_mesh(RID p_multimesh) const = 0;

	virtual Transform3D _multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
	virtual Transform2D _multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
	virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
	virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;

	virtual void _multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) = 0;
	virtual Vector<float> _multimesh_get_buffer(RID p_multimesh) const = 0;

	virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
	virtual int _multimesh_get_visible_instances(RID p_multimesh) const = 0;

	virtual AABB _multimesh_get_aabb(RID p_multimesh) = 0;

	// Multimesh is responsible for allocating / destroying a MultiMeshInterpolator object.
	// This allows shared functionality for interpolation across backends.
	virtual MultiMeshInterpolator *_multimesh_get_interpolator(RID p_multimesh) const = 0;

private:
	void _multimesh_add_to_interpolation_lists(RID p_multimesh, MultiMeshInterpolator &r_mmi);

public:
	/* SKELETON API */

	virtual RID skeleton_allocate() = 0;
	virtual void skeleton_initialize(RID p_rid) = 0;
	virtual void skeleton_free(RID p_rid) = 0;

	virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
	virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
	virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) = 0;
	virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
	virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
	virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
	virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;

	virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;

	/* INTERPOLATION */

	struct InterpolationData {
		void notify_free_multimesh(RID p_rid);
		LocalVector<RID> multimesh_interpolate_update_list;
		LocalVector<RID> multimesh_transform_update_lists[2];
		LocalVector<RID> *multimesh_transform_update_list_curr = &multimesh_transform_update_lists[0];
		LocalVector<RID> *multimesh_transform_update_list_prev = &multimesh_transform_update_lists[1];
	} _interpolation_data;

	void update_interpolation_tick(bool p_process = true);
	void update_interpolation_frame(bool p_process = true);
};

#endif // MESH_STORAGE_H