MBHaxe/src/InstanceManager.hx

361 lines
13 KiB
Haxe

package src;
import shaders.EnvMap;
import h3d.shader.CubeMap;
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;
import src.ProfilerUI;
@:publicFields
class MeshBatchInfo {
var instances:Array<MeshInstance>;
var meshbatch:MeshBatch;
var transparencymeshbatch:MeshBatch;
var mesh:Mesh;
public function new() {}
}
@:publicFields
class MeshInstance {
var emptyObj:Object;
var gameObject:GameObject;
public function new(eo, go) {
this.emptyObj = eo;
this.gameObject = go;
}
}
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 != null
&& 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);
var subOpacity = 1.0;
if (dtsShader != null) {
if (instance.gameObject.animateSubObjectOpacities) {
subOpacity = instance.gameObject.getSubObjectOpacity(instance.emptyObj);
if (subOpacity == 0)
continue; // Do not draw
// minfo.meshbatch.shadersChanged = true;
}
dtsShader.currentOpacity = instance.gameObject.currentOpacity * subOpacity;
}
var transform = instance.emptyObj.getAbsPos();
minfo.meshbatch.material.mainPass.depthWrite = minfo.mesh.material.mainPass.depthWrite;
minfo.meshbatch.material.mainPass.depthTest = minfo.mesh.material.mainPass.depthTest;
// 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.material.mainPass.culling = minfo.mesh.material.mainPass.culling;
minfo.meshbatch.material.mainPass.blendSrc = minfo.mesh.material.mainPass.blendSrc;
minfo.meshbatch.material.mainPass.blendDst = minfo.mesh.material.mainPass.blendDst;
minfo.meshbatch.material.mainPass.blendOp = minfo.mesh.material.mainPass.blendOp;
minfo.meshbatch.material.mainPass.blendAlphaSrc = minfo.mesh.material.mainPass.blendAlphaSrc;
minfo.meshbatch.material.mainPass.blendAlphaDst = minfo.mesh.material.mainPass.blendAlphaDst;
minfo.meshbatch.material.mainPass.blendAlphaOp = minfo.mesh.material.mainPass.blendAlphaOp;
// handle the glow pass too
var glowPass = minfo.meshbatch.material.getPass("glow");
if (glowPass != null) {
dtsShader = glowPass.getShader(DtsTexture);
if (dtsShader != null)
dtsShader.currentOpacity = instance.gameObject.currentOpacity * subOpacity;
}
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(new MeshInstance(objs[i], 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 = new MeshBatchInfo();
minfo.instances = [new MeshInstance(obj, object)];
minfo.meshbatch = isMesh ? new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene) : null;
minfo.mesh = isMesh ? cast obj : null;
if (isMesh) {
var mat = cast(obj, Mesh).material;
var minfoshaders = [];
for (shader in minfo.meshbatch.material.mainPass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
minfo.meshbatch.material.mainPass.removeShader(shader);
var addshaders = [];
for (shader in mat.mainPass.getShaders()) {
addshaders.push(shader);
}
for (shader in addshaders)
minfo.meshbatch.material.mainPass.addShader(shader);
var glowPass = mat.getPass("glow");
if (glowPass != null) {
var gpass = glowPass.clone();
gpass.enableLights = false;
gpass.depthTest = glowPass.depthTest;
gpass.blendSrc = glowPass.blendSrc;
gpass.blendDst = glowPass.blendDst;
gpass.blendOp = glowPass.blendOp;
gpass.blendAlphaSrc = glowPass.blendAlphaSrc;
gpass.blendAlphaDst = glowPass.blendAlphaDst;
gpass.blendAlphaOp = glowPass.blendAlphaOp;
if (glowPass.culling == None) {
gpass.culling = glowPass.culling;
}
minfoshaders = [];
for (shader in gpass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
gpass.removeShader(shader);
var addshaders = [];
for (shader in glowPass.getShaders()) {
addshaders.push(shader);
}
for (shader in addshaders)
gpass.addShader(shader);
minfo.meshbatch.material.addPass(gpass);
}
var refractPass = mat.getPass("refract");
if (refractPass != null) {
var gpass = refractPass.clone();
gpass.enableLights = false;
gpass.depthTest = refractPass.depthTest;
gpass.blendSrc = refractPass.blendSrc;
gpass.blendDst = refractPass.blendDst;
gpass.blendOp = refractPass.blendOp;
gpass.blendAlphaSrc = refractPass.blendAlphaSrc;
gpass.blendAlphaDst = refractPass.blendAlphaDst;
gpass.blendAlphaOp = refractPass.blendAlphaOp;
if (refractPass.culling == None) {
gpass.culling = refractPass.culling;
}
minfoshaders = [];
for (shader in gpass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
gpass.removeShader(shader);
var addshaders = [];
for (shader in refractPass.getShaders()) {
addshaders.push(shader);
}
for (shader in addshaders)
gpass.addShader(shader);
minfo.meshbatch.material.addPass(gpass);
}
var zPass = mat.getPass("zPass");
if (zPass != null) {
var gpass = zPass.clone();
gpass.enableLights = false;
gpass.depthTest = zPass.depthTest;
gpass.blendSrc = zPass.blendSrc;
gpass.blendDst = zPass.blendDst;
gpass.blendOp = zPass.blendOp;
gpass.blendAlphaSrc = zPass.blendAlphaSrc;
gpass.blendAlphaDst = zPass.blendAlphaDst;
gpass.blendAlphaOp = zPass.blendAlphaOp;
gpass.colorMask = zPass.colorMask;
minfoshaders = [];
for (shader in gpass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
gpass.removeShader(shader);
var addshaders = [];
for (shader in zPass.getShaders()) {
addshaders.push(shader);
}
for (shader in addshaders)
gpass.addShader(shader);
minfo.meshbatch.material.addPass(gpass);
}
// 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;
// }
// var cubemapshdr = mat.mainPass.getShader(EnvMap);
// if (cubemapshdr != null) {
// minfo.meshbatch.material.mainPass.addShader(cubemapshdr);
// }
minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
minfoshaders = [];
for (shader in minfo.transparencymeshbatch.material.mainPass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
minfo.transparencymeshbatch.material.mainPass.removeShader(shader);
minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
for (shader in mat.mainPass.getShaders()) {
minfo.transparencymeshbatch.material.mainPass.addShader(shader);
}
// 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;
}
}