2023-08-14 19:22:04 +02:00
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#region vertex format
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vertex_format_begin();
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vertex_format_add_position_3d();
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vertex_format_add_color();
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global.VF_POS_COL = vertex_format_end();
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vertex_format_begin();
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vertex_format_add_position_3d();
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vertex_format_add_normal();
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vertex_format_add_texcoord();
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vertex_format_add_color();
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global.VF_POS_NORM_TEX_COL = vertex_format_end();
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#endregion
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function __3dObject() constructor {
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vertex = [];
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normals = [];
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uv = [];
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VB = noone;
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VF = global.VF_POS_COL;
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render_type = pr_trianglelist;
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custom_shader = noone;
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position = new __vec3(0, 0, 0);
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2023-08-15 19:35:31 +02:00
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rotation = new BBMOD_Quaternion();
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2023-08-14 19:22:04 +02:00
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scale = new __vec3(1, 1, 1);
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2023-08-17 16:56:54 +02:00
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texture = -1;
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static buildVertex = function(_vertex, _normal, _uv) {
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var _buffer = vertex_create_buffer();
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2023-08-14 19:22:04 +02:00
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vertex_begin(_buffer, VF);
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for( var i = 0, n = array_length(_vertex); i < n; i++ ) {
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var v = _vertex[i];
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switch(VF) {
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case global.VF_POS_COL :
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var cc = array_length(v) > 3? v[3] : c_gray;
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var aa = array_length(v) > 4? v[4] : 1;
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vertex_position_3d(_buffer, v[0], v[1], v[2]);
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vertex_color(_buffer, cc, aa);
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break;
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case global.VF_POS_NORM_TEX_COL :
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var nor = _normal[i];
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2023-08-17 16:56:54 +02:00
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var uuv = array_safe_get(_uv, i, [ 0, 0 ]);
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var cc = array_length(v) > 3? v[3] : c_white;
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var aa = array_length(v) > 4? v[4] : 1;
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2023-08-14 19:22:04 +02:00
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vertex_position_3d(_buffer, v[0], v[1], v[2]);
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vertex_normal(_buffer, nor[0], nor[1], nor[2]);
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2023-08-17 16:56:54 +02:00
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vertex_texcoord(_buffer, uuv[0], uuv[1]);
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2023-08-14 19:22:04 +02:00
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vertex_color(_buffer, cc, aa);
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break;
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}
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}
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vertex_end(_buffer);
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return _buffer;
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2023-08-17 16:56:54 +02:00
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}
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static build = function(_buffer = VB, _vertex = vertex, _normal = normals, _uv = uv) { #region
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if(is_array(_buffer)) {
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for( var i = 0, n = array_length(_buffer); i < n; i++ )
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vertex_delete_buffer(_buffer[i])
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} else if(_buffer != noone) vertex_delete_buffer(_buffer);
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if(array_empty(_vertex)) return noone;
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var _buffer_count = is_array(_vertex[0][0])? array_length(_vertex) : 0;
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if(_buffer_count == 0) return buildVertex(_vertex, _normal, _uv);
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var _res = array_create(_buffer_count);
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for( var i = 0; i < _buffer_count; i++ )
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_res[i] = buildVertex(_vertex[i], _normal[i], _uv[i]);
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return _res;
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2023-08-16 20:16:31 +02:00
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} #endregion
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2023-08-14 19:22:04 +02:00
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2023-08-16 20:16:31 +02:00
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static preSubmitVertex = function(params = {}) {}
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static postSubmitVertex = function(params = {}) {}
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static submitShader = function(params = {}, shader = noone) {}
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2023-08-14 19:22:04 +02:00
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static submit = function(params = {}, shader = noone) { submitVertex(params, shader); }
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static submitUI = function(params = {}, shader = noone) { submitVertex(params, shader); }
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static submitSel = function(params = {}) { submitVertex(params, sh_d3d_silhouette); }
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2023-08-16 20:16:31 +02:00
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static submitVertex = function(params = {}, shader = noone) { #region
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2023-08-14 19:22:04 +02:00
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if(shader != noone)
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shader_set(shader);
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else if(custom_shader != noone)
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shader_set(custom_shader);
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else {
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switch(VF) {
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case global.VF_POS_NORM_TEX_COL: shader_set(sh_d3d_default); break;
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case global.VF_POS_COL: shader_set(sh_d3d_wireframe); break;
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}
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}
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2023-08-16 20:16:31 +02:00
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preSubmitVertex(params);
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2023-08-14 19:22:04 +02:00
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if(VB != noone) {
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2023-08-15 19:35:31 +02:00
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var pos = matrix_build(position.x, position.y, position.z,
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0, 0, 0,
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2023-08-14 19:22:04 +02:00
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1, 1, 1);
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2023-08-15 19:35:31 +02:00
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var rot = rotation.ToMatrix();
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2023-08-14 19:22:04 +02:00
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var sca = matrix_build(0, 0, 0,
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0, 0, 0,
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scale.x, scale.y, scale.z);
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matrix_stack_clear();
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matrix_stack_push(pos);
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matrix_stack_push(rot);
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matrix_stack_push(sca);
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matrix_set(matrix_world, matrix_stack_top());
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2023-08-17 16:56:54 +02:00
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if(is_array(VB)) {
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for( var i = 0, n = array_length(VB); i < n; i++ )
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vertex_submit(VB[i], render_type, array_safe_get(texture, i, -1));
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} else
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vertex_submit(VB, render_type, texture);
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2023-08-14 19:22:04 +02:00
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matrix_stack_clear();
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matrix_set(matrix_world, matrix_build_identity());
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}
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2023-08-16 20:16:31 +02:00
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postSubmitVertex(params);
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2023-08-14 19:22:04 +02:00
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shader_reset();
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2023-08-16 20:16:31 +02:00
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} #endregion
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2023-08-14 19:22:04 +02:00
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}
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