mirror of
https://github.com/RandomityGuy/MBHaxe.git
synced 2025-10-30 08:11:25 +00:00
200 lines
5 KiB
Haxe
200 lines
5 KiB
Haxe
package src;
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import hxd.FloatBuffer;
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import h3d.prim.UV;
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import h3d.prim.MeshPrimitive;
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import h3d.col.Point;
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/*
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DynamicPolygon rough implementation, doesn't support tangents and colors unlike Polygon, most of the code was taken from Polygon.hx and DynamicPrimitive.hx.
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Usage:
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Set your points, normals and stuff like usual Polygon
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To update points/normals/uvs, just change the points/normals/uvs array and set dirtyFlags[i] to true for all index of changed points/normals/uvs where i is index of point and call flush();
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*/
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class DynamicPolygon extends MeshPrimitive {
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public var points:Array<Float>;
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public var normals:Array<Float>;
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public var uvs:Array<Float>;
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// A list of bools having the same length as points/normals/uv and each bool corresponds to point/normal/uv having the same index as the bool
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// Basically this is just used to tell apart vertices that changed so it will be flushed, it will be created after alloc has been called
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public var dirtyFlags:Array<Bool>;
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var buf:FloatBuffer;
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var bounds:h3d.col.Bounds;
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public function new() {}
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public function addPoints(points:Array<h3d.col.Point>) {
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this.points = [];
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for (p in points) {
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this.points.push(p.x);
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this.points.push(p.y);
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this.points.push(p.z);
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}
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}
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public function addUVs(uvs:Array<h3d.prim.UV>) {
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this.uvs = [];
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for (uv in uvs) {
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this.uvs.push(uv.u);
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this.uvs.push(uv.v);
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}
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}
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public function addNormals(normals:Array<h3d.col.Point>) {
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this.normals = [];
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for (n in normals) {
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this.normals.push(n.x);
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this.normals.push(n.y);
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this.normals.push(n.z);
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}
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}
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override function getBounds() {
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if (bounds == null) {
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var b = new h3d.col.Bounds();
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var i = 0;
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while (i < points.length) {
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b.addPoint(new h3d.col.Point(points[i], points[i + 1], points[i + 2]));
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i += 3;
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}
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bounds = b;
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}
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return bounds;
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}
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public function flush() {
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var alloc = hxd.impl.Allocator.get();
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var vsize = Std.int(points.length / 3);
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if (vsize == 0) {
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if (buffer != null) {
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alloc.disposeBuffer(buffer);
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buffer = null;
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}
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if (indexes != null) {
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alloc.disposeIndexBuffer(indexes);
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indexes = null;
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}
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return;
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}
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if (buffer != null && (buffer.isDisposed() || buffer.vertices < vsize)) {
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alloc.disposeBuffer(buffer);
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buffer = null;
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}
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if (buffer == null)
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buffer = alloc.allocBuffer(hxd.Math.imax(0, vsize), 8, Dynamic);
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var off = 0;
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for (k in 0...Std.int(points.length / 3)) {
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if (dirtyFlags[k]) {
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buf[off++] = points[k * 3];
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buf[off++] = points[k * 3 + 1];
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buf[off++] = points[k * 3 + 2];
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if (normals != null) {
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buf[off++] = normals[k * 3];
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buf[off++] = normals[k * 3 + 1];
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buf[off++] = normals[k * 3 + 2];
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}
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if (uvs != null) {
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buf[off++] = uvs[k * 2];
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buf[off++] = uvs[k * 2 + 1];
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}
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dirtyFlags[k] = false;
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} else {
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off += 3;
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if (normals != null)
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off += 3;
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if (uvs != null)
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off += 2;
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}
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}
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buffer.uploadVector(buf, 0, vsize);
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}
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override function alloc(engine:h3d.Engine) {
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dispose();
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var allocator = hxd.impl.Allocator.get();
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dirtyFlags = [];
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var size = 3;
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var names = ["position"];
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var positions = [0];
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if (normals != null) {
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names.push("normal");
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positions.push(size);
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size += 3;
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}
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if (uvs != null) {
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names.push("uv");
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positions.push(size);
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size += 2;
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}
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buf = new hxd.FloatBuffer();
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for (k in 0...Std.int(points.length / 3)) {
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buf.push(points[k * 3]);
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buf.push(points[k * 3 + 1]);
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buf.push(points[k * 3 + 2]);
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if (normals != null) {
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buf.push(normals[k * 3]);
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buf.push(normals[k * 3 + 1]);
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buf.push(normals[k * 3 + 2]);
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}
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if (uvs != null) {
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buf.push(uvs[k * 2]);
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buf.push(uvs[k * 2 + 1]);
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}
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dirtyFlags.push(false);
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}
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var flags:Array<h3d.Buffer.BufferFlag> = [];
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flags.push(Triangles);
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if (normals == null)
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flags.push(RawFormat);
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flags.push(Dynamic);
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buffer = allocator.allocBuffer(hxd.Math.imax(0, vertexCount()), 8, Dynamic); // h3d.Buffer.ofFloats(buf, size, flags);
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buffer.uploadVector(buf, 0, Std.int(points.length / 3));
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for (i in 0...names.length)
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addBuffer(names[i], buffer, positions[i]);
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if (indexes == null && Std.int(points.length / 3) > 65535) {
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var indices = new haxe.io.BytesOutput();
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for (i in 0...Std.int(points.length / 3))
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indices.writeInt32(i);
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indexes = new h3d.Indexes(indices.length >> 2, true);
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indexes.uploadBytes(indices.getBytes(), 0, indices.length >> 2);
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}
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}
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override function triCount() {
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var n = super.triCount();
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if (n != 0)
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return n;
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return Std.int(points.length / 3);
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}
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override function vertexCount() {
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return Std.int(points.length / 3);
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}
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override function render(engine:h3d.Engine) {
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if (buffer == null || buffer.isDisposed())
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alloc(engine);
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var bufs = getBuffers(engine);
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if (indexes != null)
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engine.renderMultiBuffers(bufs, indexes);
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else if (buffer.flags.has(Quads))
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engine.renderMultiBuffers(bufs, engine.mem.quadIndexes, 0, triCount());
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else
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engine.renderMultiBuffers(bufs, engine.mem.triIndexes, 0, triCount());
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}
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}
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