MBHaxe/src/InstanceManager.hx
2023-02-06 22:47:05 +05:30

206 lines
7.9 KiB
Haxe

package src;
import shaders.NormalMaterial;
import shaders.NoiseTileMaterial;
import shaders.PhongMaterial;
import h3d.prim.Instanced;
import h3d.shader.pbr.PropsValues;
import shaders.Billboard;
import shaders.DtsTexture;
import h3d.mat.Pass;
import h3d.shader.AlphaMult;
import h2d.col.Matrix;
import src.GameObject;
import h3d.scene.Scene;
import h3d.scene.Object;
import h3d.scene.Mesh;
import h3d.scene.MeshBatch;
import src.MarbleGame;
typedef MeshBatchInfo = {
var instances:Array<MeshInstance>;
var meshbatch:MeshBatch;
var ?transparencymeshbatch:MeshBatch;
var mesh:Mesh;
}
typedef MeshInstance = {
var emptyObj:Object;
var gameObject:GameObject;
}
class InstanceManager {
var objects:Array<Array<MeshBatchInfo>> = [];
var objectMap:Map<String, Int> = [];
var scene:Scene;
public function new(scene:Scene) {
this.scene = scene;
}
public function render() {
var renderFrustums = [scene.camera.frustum];
// This sucks holy shit
if (MarbleGame.instance.world.marble != null && MarbleGame.instance.world.marble.cubemapRenderer != null)
renderFrustums = renderFrustums.concat(MarbleGame.instance.world.marble.cubemapRenderer.getCameraFrustums());
for (meshes in objects) {
for (minfo in meshes) {
var visibleinstances = [];
// Culling
if (minfo.meshbatch != null || minfo.transparencymeshbatch != null) {
for (inst in minfo.instances) {
var objBounds = @:privateAccess cast(minfo.meshbatch.primitive, Instanced).baseBounds.clone();
objBounds.transform(inst.emptyObj.getAbsPos());
for (frustum in renderFrustums) {
if (frustum.hasBounds(objBounds)) {
visibleinstances.push(inst);
break;
}
}
}
}
// Emit non culled primitives
if (minfo.meshbatch != null) {
var opaqueinstances = visibleinstances.filter(x -> x.gameObject.currentOpacity == 1);
minfo.meshbatch.begin(opaqueinstances.length);
for (instance in opaqueinstances) { // Draw the opaque shit first
var dtsShader = minfo.meshbatch.material.mainPass.getShader(DtsTexture);
if (dtsShader != null) {
dtsShader.currentOpacity = instance.gameObject.currentOpacity;
}
var transform = instance.emptyObj.getAbsPos();
minfo.meshbatch.shadersChanged = true;
minfo.meshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
minfo.meshbatch.worldPosition = transform;
minfo.meshbatch.emitInstance();
}
}
if (minfo.transparencymeshbatch != null) {
var transparentinstances = visibleinstances.filter(x -> x.gameObject.currentOpacity != 1 && x.gameObject.currentOpacity != 0); // Filter out all zero opacity things too
minfo.transparencymeshbatch.begin(transparentinstances.length);
for (instance in transparentinstances) { // Non opaque shit
var dtsShader = minfo.transparencymeshbatch.material.mainPass.getShader(DtsTexture);
if (dtsShader != null) {
dtsShader.currentOpacity = instance.gameObject.currentOpacity;
}
minfo.transparencymeshbatch.material.blendMode = Alpha;
// minfo.transparencymeshbatch.material.color.a = instance.gameObject.currentOpacity;
// minfo.transparencymeshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
minfo.transparencymeshbatch.shadersChanged = true;
minfo.transparencymeshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
// minfo.transparencymeshbatch.material.mainPass.depthWrite = false;
// if (dtsShader != null) {
// dtsShader.currentOpacity = instance.gameObject.currentOpacity;
// minfo.transparencymeshbatch.shadersChanged = true;
// }
var transform = instance.emptyObj.getAbsPos();
minfo.transparencymeshbatch.worldPosition = transform;
minfo.transparencymeshbatch.emitInstance();
}
}
}
}
}
public function addObject(object:GameObject) {
function getAllChildren(object:Object):Array<Object> {
var ret = [object];
for (i in 0...object.numChildren) {
ret = ret.concat(getAllChildren(object.getChildAt(i)));
}
return ret;
}
if (isInstanced(object)) {
// Add existing instance
var objs = getAllChildren(object);
var minfos = objects[objectMap.get(object.identifier)]; // objects.get(object.identifier);
for (i in 0...objs.length) {
minfos[i].instances.push({emptyObj: objs[i], gameObject: object});
}
} else {
// First time appending the thing so bruh
var infos = [];
var objs = getAllChildren(object);
var minfos = [];
for (obj in objs) {
var isMesh = obj is Mesh;
var minfo:MeshBatchInfo = {
instances: [{emptyObj: obj, gameObject: object}],
meshbatch: isMesh ? new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene) : null,
mesh: isMesh ? cast obj : null
}
if (isMesh) {
var mat = cast(obj, Mesh).material;
var dtsshader = mat.mainPass.getShader(DtsTexture);
if (dtsshader != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(dtsshader);
minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
minfo.meshbatch.material.mainPass.depthWrite = mat.mainPass.depthWrite;
}
var phongshader = mat.mainPass.getShader(PhongMaterial);
if (phongshader != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(phongshader);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var noiseshder = mat.mainPass.getShader(NoiseTileMaterial);
if (noiseshder != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(noiseshder);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var nmapshdr = mat.mainPass.getShader(NormalMaterial);
if (nmapshdr != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(nmapshdr);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader);
// minfo.transparencymeshbatch.material.mainPass.culling = mat.mainPass.culling;
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));
// var pbrshader = mat.mainPass.getShader(PropsValues);
// if (pbrshader != null) {
// minfo.meshbatch.material.mainPass.addShader(pbrshader);
// minfo.transparencymeshbatch.material.mainPass.addShader(pbrshader);
// }
}
minfos.push(minfo);
}
var curidx = objects.length;
objects.push(minfos);
objectMap.set(object.identifier, curidx);
}
}
public function getObjectBounds(object:GameObject) {
if (isInstanced(object)) {
var minfos = objects[objectMap.get(object.identifier)];
var invmat = minfos[0].instances[0].gameObject.getInvPos();
var b = minfos[0].instances[0].gameObject.getBounds().clone();
b.transform(invmat);
return b;
} else {
var invmat = object.getInvPos();
var b = object.getBounds().clone();
b.transform(invmat);
return b;
}
}
public function isInstanced(object:GameObject) {
if (objectMap.exists(object.identifier))
return true;
return false;
}
}