MBHaxe/src/InstanceManager.hx
2024-06-28 23:28:39 +05:30

484 lines
16 KiB
Haxe

package src;
import h3d.mat.Material;
import h3d.scene.MultiMaterial;
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 src.MeshBatch;
import src.MarbleGame;
import src.ProfilerUI;
import src.Settings;
@:publicFields
class MeshBatchInfo {
var instances:Array<MeshInstance>;
var meshbatch:MeshBatch;
var transparencymeshbatch:MeshBatch;
var mesh:Mesh;
var dtsShaders:Array<DtsTexture>;
var glowPassDtsShaders:Array<DtsTexture>;
var baseBounds:h3d.col.Bounds;
public function new() {}
}
@:publicFields
class MeshInstance {
var emptyObj:Object;
var gameObject:GameObject;
public function new(eo, go) {
this.emptyObj = eo;
this.gameObject = go;
}
}
@:generic
class ReusableListIterator<T> {
var l:ReusableList<T>;
var i = 0;
public function new(l:ReusableList<T>) {
this.l = l;
}
public inline function hasNext() {
return i != l.length;
}
public inline function next() {
var ret = @:privateAccess l.array[i];
i += 1;
return ret;
}
}
@:allow(ReusableListIterator)
@:generic
class ReusableList<T> {
var array:Array<T>;
public var length:Int = 0;
public inline function new() {
array = [];
}
public inline function push(item:T) {
if (array.length == length) {
array.push(item);
length += 1;
} else {
array[length] = item;
length += 1;
}
}
public inline function clear() {
length = 0;
}
public inline function iterator():ReusableListIterator<T> {
return new ReusableListIterator<T>(this);
}
}
class InstanceManager {
var objects:Array<Array<MeshBatchInfo>> = [];
var objectMap:Map<String, Int> = [];
var scene:Scene;
var opaqueinstances = new ReusableList<MeshInstance>();
var transparentinstances = new ReusableList<MeshInstance>();
public function new(scene:Scene) {
this.scene = scene;
}
public function render() {
static var tmpBounds = new h3d.col.Bounds();
var renderFrustum = scene.camera.frustum;
var doFrustumCheck = true;
// This sucks holy shit
doFrustumCheck = MarbleGame.instance.world != null && Settings.optionsSettings.reflectionDetail >= 3;
var cameraFrustrums = doFrustumCheck ? MarbleGame.instance.world.marble.cubemapRenderer.getCameraFrustums() : null;
for (meshes in objects) {
for (minfo in meshes) {
opaqueinstances.clear();
transparentinstances.clear();
// Culling
if (minfo.meshbatch != null || minfo.transparencymeshbatch != null) {
for (inst in minfo.instances) {
// for (frustum in renderFrustums) {
// if (frustum.hasBounds(objBounds)) {
tmpBounds.load(minfo.baseBounds);
tmpBounds.transform(inst.emptyObj.getAbsPos());
if (cameraFrustrums == null && !renderFrustum.hasBounds(tmpBounds))
continue;
if (cameraFrustrums != null) {
var found = false;
for (frustrum in cameraFrustrums) {
if (frustrum.hasBounds(tmpBounds)) {
found = true;
break;
}
}
if (!found)
continue;
}
if (inst.gameObject.currentOpacity == 1)
opaqueinstances.push(inst);
else if (inst.gameObject.currentOpacity != 0)
transparentinstances.push(inst);
// break;
// }
// }
}
}
// Emit non culled primitives
if (minfo.meshbatch != null) {
minfo.meshbatch.begin(opaqueinstances.length);
for (instance in opaqueinstances) { // Draw the opaque shit first
// minfo.meshbatch.material.mainPass.getShader(DtsTexture);
var subOpacity = 1.0;
var noDraw = false;
for (dtsShader in minfo.dtsShaders) {
if (dtsShader != null) {
if (instance.gameObject.animateSubObjectOpacities) {
subOpacity = instance.gameObject.getSubObjectOpacity(instance.emptyObj);
if (subOpacity == 0) {
noDraw = true;
break;
}
// minfo.meshbatch.shadersChanged = true;
}
dtsShader.currentOpacity = instance.gameObject.currentOpacity * subOpacity;
}
}
if (noDraw)
continue;
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
for (dtsShader in minfo.glowPassDtsShaders) {
if (dtsShader != null)
dtsShader.currentOpacity = instance.gameObject.currentOpacity * subOpacity;
}
minfo.meshbatch.emitInstance();
}
}
if (minfo.transparencymeshbatch != null) {
minfo.transparencymeshbatch.begin(transparentinstances.length);
for (instance in transparentinstances) { // Non opaque shit
for (dtsShader in minfo.dtsShaders) {
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 MultiMaterial;
var minfo:MeshBatchInfo = new MeshBatchInfo();
minfo.instances = [new MeshInstance(obj, object)];
minfo.meshbatch = isMesh ? new MeshBatch(cast(cast(obj, MultiMaterial).primitive), null, scene) : null;
minfo.mesh = isMesh ? cast obj : null;
minfo.baseBounds = isMesh ? @:privateAccess cast(minfo.meshbatch.primitive, Instanced).baseBounds : null;
minfo.dtsShaders = [];
minfo.glowPassDtsShaders = [];
if (isMesh) {
minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, MultiMaterial).primitive), null, scene);
minfo.transparencymeshbatch.materials = [];
minfo.meshbatch.materials = [];
for (mat in cast(obj, MultiMaterial).materials) {
var matclone:Material = cast mat.clone();
var minfoshaders = [];
for (shader in matclone.mainPass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
matclone.mainPass.removeShader(shader);
var addshaders = [];
for (shader in mat.mainPass.getShaders()) {
addshaders.push(shader);
}
for (shader in addshaders)
matclone.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.glowPassDtsShaders.push(gpass.getShader(DtsTexture));
matclone.addPass(gpass);
} else {
minfo.glowPassDtsShaders.push(null);
}
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);
matclone.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);
matclone.addPass(gpass);
}
matclone.mainPass.depthWrite = mat.mainPass.depthWrite;
matclone.mainPass.depthTest = mat.mainPass.depthTest;
// minfo.meshbatch.shadersChanged = true;
matclone.mainPass.setPassName(mat.mainPass.name);
matclone.mainPass.enableLights = mat.mainPass.enableLights;
matclone.mainPass.culling = mat.mainPass.culling;
matclone.mainPass.blendSrc = mat.mainPass.blendSrc;
matclone.mainPass.blendDst = mat.mainPass.blendDst;
matclone.mainPass.blendOp = mat.mainPass.blendOp;
matclone.mainPass.blendAlphaSrc = mat.mainPass.blendAlphaSrc;
matclone.mainPass.blendAlphaDst = mat.mainPass.blendAlphaDst;
matclone.mainPass.blendAlphaOp = mat.mainPass.blendAlphaOp;
minfo.dtsShaders.push(matclone.mainPass.getShader(DtsTexture));
for (p in matclone.getPasses())
@:privateAccess p.batchMode = true;
minfo.meshbatch.materials.push(matclone);
// 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);
// }
var matclonetransp:Material = cast mat.clone();
minfoshaders = [];
for (shader in matclonetransp.mainPass.getShaders()) {
minfoshaders.push(shader);
}
for (shader in minfoshaders)
matclonetransp.mainPass.removeShader(shader);
matclonetransp.mainPass.removeShader(matclonetransp.textureShader);
for (shader in mat.mainPass.getShaders()) {
matclonetransp.mainPass.addShader(shader);
}
for (p in matclonetransp.getPasses())
@:privateAccess p.batchMode = true;
matclonetransp.blendMode = Alpha;
matclonetransp.mainPass.enableLights = mat.mainPass.enableLights;
minfo.transparencymeshbatch.materials.push(matclonetransp);
}
// 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;
}
}