mirror of
https://github.com/RandomityGuy/MBHaxe.git
synced 2025-10-30 08:11:25 +00:00
361 lines
13 KiB
Haxe
361 lines
13 KiB
Haxe
package src;
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import shaders.EnvMap;
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import h3d.shader.CubeMap;
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import shaders.NormalMaterial;
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import shaders.NoiseTileMaterial;
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import shaders.PhongMaterial;
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import h3d.prim.Instanced;
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import h3d.shader.pbr.PropsValues;
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import shaders.Billboard;
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import shaders.DtsTexture;
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import h3d.mat.Pass;
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import h3d.shader.AlphaMult;
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import h2d.col.Matrix;
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import src.GameObject;
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import h3d.scene.Scene;
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import h3d.scene.Object;
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import h3d.scene.Mesh;
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import h3d.scene.MeshBatch;
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import src.MarbleGame;
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import src.ProfilerUI;
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@:publicFields
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class MeshBatchInfo {
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var instances:Array<MeshInstance>;
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var meshbatch:MeshBatch;
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var transparencymeshbatch:MeshBatch;
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var mesh:Mesh;
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public function new() {}
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}
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@:publicFields
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class MeshInstance {
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var emptyObj:Object;
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var gameObject:GameObject;
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public function new(eo, go) {
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this.emptyObj = eo;
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this.gameObject = go;
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}
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}
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class InstanceManager {
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var objects:Array<Array<MeshBatchInfo>> = [];
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var objectMap:Map<String, Int> = [];
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var scene:Scene;
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public function new(scene:Scene) {
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this.scene = scene;
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}
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public function render() {
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var renderFrustums = [scene.camera.frustum];
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// This sucks holy shit
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if (MarbleGame.instance.world != null
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&& MarbleGame.instance.world.marble != null
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&& MarbleGame.instance.world.marble.cubemapRenderer != null)
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renderFrustums = renderFrustums.concat(MarbleGame.instance.world.marble.cubemapRenderer.getCameraFrustums());
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for (meshes in objects) {
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for (minfo in meshes) {
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var visibleinstances = [];
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// Culling
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if (minfo.meshbatch != null || minfo.transparencymeshbatch != null) {
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for (inst in minfo.instances) {
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var objBounds = @:privateAccess cast(minfo.meshbatch.primitive, Instanced).baseBounds.clone();
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objBounds.transform(inst.emptyObj.getAbsPos());
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for (frustum in renderFrustums) {
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if (frustum.hasBounds(objBounds)) {
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visibleinstances.push(inst);
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break;
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}
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}
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}
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}
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// Emit non culled primitives
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if (minfo.meshbatch != null) {
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var opaqueinstances = visibleinstances.filter(x -> x.gameObject.currentOpacity == 1);
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minfo.meshbatch.begin(opaqueinstances.length);
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for (instance in opaqueinstances) { // Draw the opaque shit first
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var dtsShader = minfo.meshbatch.material.mainPass.getShader(DtsTexture);
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var subOpacity = 1.0;
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if (dtsShader != null) {
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if (instance.gameObject.animateSubObjectOpacities) {
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subOpacity = instance.gameObject.getSubObjectOpacity(instance.emptyObj);
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if (subOpacity == 0)
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continue; // Do not draw
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// minfo.meshbatch.shadersChanged = true;
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}
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dtsShader.currentOpacity = instance.gameObject.currentOpacity * subOpacity;
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}
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var transform = instance.emptyObj.getAbsPos();
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minfo.meshbatch.material.mainPass.depthWrite = minfo.mesh.material.mainPass.depthWrite;
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minfo.meshbatch.material.mainPass.depthTest = minfo.mesh.material.mainPass.depthTest;
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// minfo.meshbatch.shadersChanged = true;
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minfo.meshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
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minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
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minfo.meshbatch.worldPosition = transform;
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minfo.meshbatch.material.mainPass.culling = minfo.mesh.material.mainPass.culling;
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minfo.meshbatch.material.mainPass.blendSrc = minfo.mesh.material.mainPass.blendSrc;
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minfo.meshbatch.material.mainPass.blendDst = minfo.mesh.material.mainPass.blendDst;
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minfo.meshbatch.material.mainPass.blendOp = minfo.mesh.material.mainPass.blendOp;
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minfo.meshbatch.material.mainPass.blendAlphaSrc = minfo.mesh.material.mainPass.blendAlphaSrc;
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minfo.meshbatch.material.mainPass.blendAlphaDst = minfo.mesh.material.mainPass.blendAlphaDst;
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minfo.meshbatch.material.mainPass.blendAlphaOp = minfo.mesh.material.mainPass.blendAlphaOp;
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// handle the glow pass too
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var glowPass = minfo.meshbatch.material.getPass("glow");
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if (glowPass != null) {
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dtsShader = glowPass.getShader(DtsTexture);
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if (dtsShader != null)
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dtsShader.currentOpacity = instance.gameObject.currentOpacity * subOpacity;
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}
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minfo.meshbatch.emitInstance();
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}
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}
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if (minfo.transparencymeshbatch != null) {
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var transparentinstances = visibleinstances.filter(x -> x.gameObject.currentOpacity != 1 && x.gameObject.currentOpacity != 0); // Filter out all zero opacity things too
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minfo.transparencymeshbatch.begin(transparentinstances.length);
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for (instance in transparentinstances) { // Non opaque shit
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var dtsShader = minfo.transparencymeshbatch.material.mainPass.getShader(DtsTexture);
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if (dtsShader != null) {
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dtsShader.currentOpacity = instance.gameObject.currentOpacity;
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}
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minfo.transparencymeshbatch.material.blendMode = Alpha;
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// minfo.transparencymeshbatch.material.color.a = instance.gameObject.currentOpacity;
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// minfo.transparencymeshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
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minfo.transparencymeshbatch.shadersChanged = true;
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minfo.transparencymeshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
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// minfo.transparencymeshbatch.material.mainPass.depthWrite = false;
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// if (dtsShader != null) {
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// dtsShader.currentOpacity = instance.gameObject.currentOpacity;
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// minfo.transparencymeshbatch.shadersChanged = true;
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// }
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var transform = instance.emptyObj.getAbsPos();
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minfo.transparencymeshbatch.worldPosition = transform;
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minfo.transparencymeshbatch.emitInstance();
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}
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}
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}
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}
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}
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public function addObject(object:GameObject) {
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function getAllChildren(object:Object):Array<Object> {
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var ret = [object];
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for (i in 0...object.numChildren) {
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ret = ret.concat(getAllChildren(object.getChildAt(i)));
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}
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return ret;
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}
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if (isInstanced(object)) {
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// Add existing instance
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var objs = getAllChildren(object);
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var minfos = objects[objectMap.get(object.identifier)]; // objects.get(object.identifier);
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for (i in 0...objs.length) {
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minfos[i].instances.push(new MeshInstance(objs[i], object));
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}
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} else {
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// First time appending the thing so bruh
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var infos = [];
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var objs = getAllChildren(object);
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var minfos = [];
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for (obj in objs) {
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var isMesh = obj is Mesh;
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var minfo:MeshBatchInfo = new MeshBatchInfo();
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minfo.instances = [new MeshInstance(obj, object)];
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minfo.meshbatch = isMesh ? new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene) : null;
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minfo.mesh = isMesh ? cast obj : null;
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if (isMesh) {
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var mat = cast(obj, Mesh).material;
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var minfoshaders = [];
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for (shader in minfo.meshbatch.material.mainPass.getShaders()) {
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minfoshaders.push(shader);
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}
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for (shader in minfoshaders)
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minfo.meshbatch.material.mainPass.removeShader(shader);
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var addshaders = [];
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for (shader in mat.mainPass.getShaders()) {
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addshaders.push(shader);
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}
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for (shader in addshaders)
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minfo.meshbatch.material.mainPass.addShader(shader);
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var glowPass = mat.getPass("glow");
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if (glowPass != null) {
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var gpass = glowPass.clone();
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gpass.enableLights = false;
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gpass.depthTest = glowPass.depthTest;
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gpass.blendSrc = glowPass.blendSrc;
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gpass.blendDst = glowPass.blendDst;
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gpass.blendOp = glowPass.blendOp;
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gpass.blendAlphaSrc = glowPass.blendAlphaSrc;
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gpass.blendAlphaDst = glowPass.blendAlphaDst;
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gpass.blendAlphaOp = glowPass.blendAlphaOp;
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if (glowPass.culling == None) {
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gpass.culling = glowPass.culling;
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}
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minfoshaders = [];
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for (shader in gpass.getShaders()) {
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minfoshaders.push(shader);
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}
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for (shader in minfoshaders)
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gpass.removeShader(shader);
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var addshaders = [];
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for (shader in glowPass.getShaders()) {
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addshaders.push(shader);
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}
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for (shader in addshaders)
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gpass.addShader(shader);
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minfo.meshbatch.material.addPass(gpass);
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}
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var refractPass = mat.getPass("refract");
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if (refractPass != null) {
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var gpass = refractPass.clone();
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gpass.enableLights = false;
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gpass.depthTest = refractPass.depthTest;
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gpass.blendSrc = refractPass.blendSrc;
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gpass.blendDst = refractPass.blendDst;
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gpass.blendOp = refractPass.blendOp;
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gpass.blendAlphaSrc = refractPass.blendAlphaSrc;
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gpass.blendAlphaDst = refractPass.blendAlphaDst;
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gpass.blendAlphaOp = refractPass.blendAlphaOp;
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if (refractPass.culling == None) {
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gpass.culling = refractPass.culling;
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}
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minfoshaders = [];
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for (shader in gpass.getShaders()) {
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minfoshaders.push(shader);
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}
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for (shader in minfoshaders)
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gpass.removeShader(shader);
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var addshaders = [];
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for (shader in refractPass.getShaders()) {
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addshaders.push(shader);
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}
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for (shader in addshaders)
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gpass.addShader(shader);
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minfo.meshbatch.material.addPass(gpass);
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}
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var zPass = mat.getPass("zPass");
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if (zPass != null) {
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var gpass = zPass.clone();
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gpass.enableLights = false;
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gpass.depthTest = zPass.depthTest;
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gpass.blendSrc = zPass.blendSrc;
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gpass.blendDst = zPass.blendDst;
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gpass.blendOp = zPass.blendOp;
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gpass.blendAlphaSrc = zPass.blendAlphaSrc;
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gpass.blendAlphaDst = zPass.blendAlphaDst;
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gpass.blendAlphaOp = zPass.blendAlphaOp;
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gpass.colorMask = zPass.colorMask;
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minfoshaders = [];
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for (shader in gpass.getShaders()) {
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minfoshaders.push(shader);
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}
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for (shader in minfoshaders)
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gpass.removeShader(shader);
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var addshaders = [];
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for (shader in zPass.getShaders()) {
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addshaders.push(shader);
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}
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for (shader in addshaders)
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gpass.addShader(shader);
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minfo.meshbatch.material.addPass(gpass);
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}
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// var dtsshader = mat.mainPass.getShader(DtsTexture);
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// if (dtsshader != null) {
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// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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// minfo.meshbatch.material.mainPass.addShader(dtsshader);
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// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
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// minfo.meshbatch.material.mainPass.depthWrite = mat.mainPass.depthWrite;
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// }
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// var phongshader = mat.mainPass.getShader(PhongMaterial);
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// if (phongshader != null) {
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// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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// minfo.meshbatch.material.mainPass.addShader(phongshader);
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// // minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
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// }
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// var noiseshder = mat.mainPass.getShader(NoiseTileMaterial);
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// if (noiseshder != null) {
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// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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// minfo.meshbatch.material.mainPass.addShader(noiseshder);
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// // minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
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// }
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// var nmapshdr = mat.mainPass.getShader(NormalMaterial);
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// if (nmapshdr != null) {
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// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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// minfo.meshbatch.material.mainPass.addShader(nmapshdr);
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// // minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
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// }
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// var cubemapshdr = mat.mainPass.getShader(EnvMap);
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// if (cubemapshdr != null) {
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// minfo.meshbatch.material.mainPass.addShader(cubemapshdr);
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// }
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minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
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minfoshaders = [];
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for (shader in minfo.transparencymeshbatch.material.mainPass.getShaders()) {
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minfoshaders.push(shader);
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}
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for (shader in minfoshaders)
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minfo.transparencymeshbatch.material.mainPass.removeShader(shader);
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minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
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for (shader in mat.mainPass.getShaders()) {
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minfo.transparencymeshbatch.material.mainPass.addShader(shader);
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}
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// minfo.transparencymeshbatch.material.mainPass.culling = mat.mainPass.culling;
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// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
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// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));
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// var pbrshader = mat.mainPass.getShader(PropsValues);
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// if (pbrshader != null) {
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// minfo.meshbatch.material.mainPass.addShader(pbrshader);
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// minfo.transparencymeshbatch.material.mainPass.addShader(pbrshader);
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// }
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}
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minfos.push(minfo);
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}
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var curidx = objects.length;
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objects.push(minfos);
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objectMap.set(object.identifier, curidx);
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}
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}
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public function getObjectBounds(object:GameObject) {
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if (isInstanced(object)) {
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var minfos = objects[objectMap.get(object.identifier)];
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var invmat = minfos[0].instances[0].gameObject.getInvPos();
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var b = minfos[0].instances[0].gameObject.getBounds().clone();
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b.transform(invmat);
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return b;
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} else {
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var invmat = object.getInvPos();
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var b = object.getBounds().clone();
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b.transform(invmat);
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return b;
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}
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}
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public function isInstanced(object:GameObject) {
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if (objectMap.exists(object.identifier))
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return true;
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return false;
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}
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}
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