mirror of
https://github.com/RandomityGuy/MBHaxe.git
synced 2025-12-12 11:03:50 +00:00
342 lines
11 KiB
Haxe
342 lines
11 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 h3d.scene.MeshBatch;
|
|
import src.MarbleGame;
|
|
|
|
@:publicFields
|
|
class MeshBatchInfo {
|
|
var instances:Array<MeshInstance>;
|
|
var meshbatch:MeshBatch;
|
|
var transparencymeshbatch:MeshBatch;
|
|
var mesh:Mesh;
|
|
var dtsShader: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
|
|
&& MarbleGame.instance.world.marble.cubemapRenderer != null
|
|
&& @:privateAccess !MarbleGame.instance.world.marble.camera.spectate;
|
|
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
|
|
var dtsShader = minfo.dtsShader;
|
|
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) {
|
|
minfo.transparencymeshbatch.begin(transparentinstances.length);
|
|
for (instance in transparentinstances) { // Non opaque shit
|
|
var dtsShader = minfo.dtsShader;
|
|
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;
|
|
|
|
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 dtsshader = mat.mainPass.getShader(DtsTexture);
|
|
if (dtsshader != null) {
|
|
matclone.mainPass.removeShader(matclone.textureShader);
|
|
matclone.mainPass.addShader(dtsshader);
|
|
matclone.mainPass.culling = mat.mainPass.culling;
|
|
matclone.mainPass.depthWrite = mat.mainPass.depthWrite;
|
|
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.dtsShader = dtsshader;
|
|
}
|
|
var phongshader = mat.mainPass.getShader(PhongMaterial);
|
|
if (phongshader != null) {
|
|
matclone.mainPass.removeShader(matclone.textureShader);
|
|
matclone.mainPass.addShader(phongshader);
|
|
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
|
|
}
|
|
var noiseshder = mat.mainPass.getShader(NoiseTileMaterial);
|
|
if (noiseshder != null) {
|
|
matclone.mainPass.removeShader(matclone.textureShader);
|
|
matclone.mainPass.addShader(noiseshder);
|
|
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
|
|
}
|
|
var nmapshdr = mat.mainPass.getShader(NormalMaterial);
|
|
if (nmapshdr != null) {
|
|
matclone.mainPass.removeShader(matclone.textureShader);
|
|
matclone.mainPass.addShader(nmapshdr);
|
|
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
|
|
}
|
|
var cubemapshdr = mat.mainPass.getShader(EnvMap);
|
|
if (cubemapshdr != null) {
|
|
matclone.mainPass.addShader(cubemapshdr);
|
|
}
|
|
matclone.mainPass.enableLights = mat.mainPass.enableLights;
|
|
matclone.mainPass.setPassName(mat.mainPass.name);
|
|
|
|
for (p in matclone.getPasses())
|
|
@:privateAccess p.batchMode = true;
|
|
minfo.meshbatch.materials.push(matclone);
|
|
|
|
var matclonetransp:Material = cast mat.clone();
|
|
|
|
matclonetransp.mainPass.removeShader(minfo.meshbatch.material.textureShader);
|
|
matclonetransp.mainPass.addShader(dtsshader);
|
|
|
|
matclonetransp.blendMode = Alpha;
|
|
|
|
matclonetransp.mainPass.culling = mat.mainPass.culling;
|
|
matclonetransp.mainPass.depthWrite = mat.mainPass.depthWrite;
|
|
if (mat.blendMode == Alpha) {
|
|
matclonetransp.mainPass.blendSrc = mat.mainPass.blendSrc;
|
|
matclonetransp.mainPass.blendDst = mat.mainPass.blendDst;
|
|
matclonetransp.mainPass.blendOp = mat.mainPass.blendOp;
|
|
matclonetransp.mainPass.blendAlphaSrc = mat.mainPass.blendAlphaSrc;
|
|
matclonetransp.mainPass.blendAlphaDst = mat.mainPass.blendAlphaDst;
|
|
matclonetransp.mainPass.blendAlphaOp = mat.mainPass.blendAlphaOp;
|
|
matclonetransp.mainPass.enableLights = mat.mainPass.enableLights;
|
|
matclonetransp.receiveShadows = mat.receiveShadows;
|
|
}
|
|
|
|
matclonetransp.mainPass.enableLights = mat.mainPass.enableLights;
|
|
|
|
for (p in matclonetransp.getPasses())
|
|
@:privateAccess p.batchMode = true;
|
|
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;
|
|
}
|
|
}
|