Pixel-Composer/scripts/d3d_object/d3d_object.gml

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#region vertex format
vertex_format_begin();
vertex_format_add_position_3d();
vertex_format_add_color();
global.VF_POS_COL = vertex_format_end();
vertex_format_begin();
vertex_format_add_position_3d();
vertex_format_add_normal();
vertex_format_add_texcoord();
vertex_format_add_color();
global.VF_POS_NORM_TEX_COL = vertex_format_end();
#endregion
function __3dObject() constructor {
vertex = [];
normal_vertex = [];
object_counts = 1;
VB = noone;
NVB = noone;
normal_draw_size = 0.2;
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VF = global.VF_POS_COL;
render_type = pr_trianglelist;
custom_shader = noone;
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transform = new __transform();
size = new __vec3(1);
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materials = [];
material_index = [];
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texture_flip = false;
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static checkParameter = function(params = {}, forceUpdate = false) { #region
var _keys = struct_get_names(params);
var check = false;
for( var i = 0, n = array_length(_keys); i < n; i++ ) {
var key = _keys[i];
if(self[$ key] != params[$ key])
check = true;
self[$ key] = params[$ key];
}
if(forceUpdate || check) onParameterUpdate();
} #endregion
static onParameterUpdate = function() {}
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static generateNormal = function(_s = normal_draw_size) { #region
if(render_type != pr_trianglelist) return;
NVB = array_create(object_counts);
for( var i = 0; i < object_counts; i++ ) {
NVB[i] = vertex_create_buffer();
vertex_begin(NVB[i], global.VF_POS_COL);
for( var j = 0, n = array_length(vertex[i]); j < n; j++ ) {
var _v = vertex[i][j];
vertex_position_3d(NVB[i], _v.x, _v.y, _v.z);
vertex_color(NVB[i], c_red, 1);
vertex_position_3d(NVB[i], _v.x + _v.nx * _s, _v.y + _v.ny * _s, _v.z + _v.nz * _s);
vertex_color(NVB[i], c_red, 1);
}
vertex_end(NVB[i]);
}
} #endregion
static buildVertex = function(_vertex) { #region
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var _buffer = vertex_create_buffer();
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vertex_begin(_buffer, VF);
for( var i = 0, n = array_length(_vertex); i < n; i++ ) {
var v = _vertex[i];
switch(VF) {
case global.VF_POS_COL : vertex_add_vc(_buffer, v); break;
case global.VF_POS_NORM_TEX_COL : vertex_add_vntc(_buffer, v); break;
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}
}
vertex_end(_buffer);
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//vertex_freeze(_buffer);
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return _buffer;
} #endregion
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static build = function(_buffer = VB, _vertex = vertex, counts = object_counts) { #region
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if(is_array(_buffer)) {
for( var i = 0, n = array_length(_buffer); i < n; i++ )
vertex_delete_buffer(_buffer[i])
} else if(_buffer != noone) vertex_delete_buffer(_buffer);
if(array_empty(_vertex)) return noone;
var _res = array_create(counts);
for( var i = 0; i < counts; i++ )
_res[i] = buildVertex(_vertex[i]);
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return _res;
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} #endregion
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static preSubmitVertex = function(scene = {}) {}
static postSubmitVertex = function(scene = {}) {}
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static getCenter = function() { return new __vec3(transform.position.x, transform.position.y, transform.position.z); }
static getBBOX = function() { return new __bbox3D(size.multiplyVec(transform.scale).multiply(-0.5), size.multiplyVec(transform.scale).multiply(0.5)); }
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static submit = function(scene = {}, shader = noone) { submitVertex(scene, shader); }
static submitUI = function(scene = {}, shader = noone) { submitVertex(scene, shader); }
static submitSel = function(scene = {}, shader = noone) { #region
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var _s = variable_clone(scene);
_s.show_normal = false;
submitVertex(_s, sh_d3d_silhouette);
} #endregion
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static submitShader = function(scene = {}, shader = noone) {}
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static submitShadow = function(scene = {}, object = noone) {}
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static submitVertex = function(scene = {}, shader = noone) { #region
var _shader = sh_d3d_default;
switch(VF) {
case global.VF_POS_NORM_TEX_COL: _shader = sh_d3d_default; break;
case global.VF_POS_COL: _shader = sh_d3d_wireframe; break;
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}
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if(custom_shader != noone) _shader = custom_shader;
if(shader != noone) _shader = shader;
shader_set(_shader);
preSubmitVertex(scene);
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if(VB != noone) { #region
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transform.submitMatrix();
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matrix_set(matrix_world, matrix_stack_top());
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} #endregion
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#region ++++ Submit & Material ++++
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gpu_set_tex_repeat(true);
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for( var i = 0, n = array_length(VB); i < n; i++ ) {
var _ind = array_safe_get(material_index, i, i);
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var _mat = array_safe_get(materials, _ind, noone);
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shader_set_i("mat_flip", texture_flip);
var _tex = _mat == noone? -1 : _mat.getTexture();
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if(_shader == sh_d3d_default) {
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if(_mat == noone) {
shader_set_f("mat_diffuse", 1);
shader_set_f("mat_specular", 0);
shader_set_f("mat_shine", 1);
shader_set_i("mat_metalic", 0);
shader_set_f("mat_reflective", 0);
} else
_mat.submitShader();
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vertex_submit(VB[i], render_type, _tex);
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} else if(_shader == sh_d3d_geometry) {
if(_mat == noone)
shader_set_i("use_normal", 0);
else
_mat.submitGeometry();
vertex_submit(VB[i], render_type, _tex);
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} else
vertex_submit(VB[i], render_type, _tex);
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}
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gpu_set_tex_repeat(false);
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#endregion
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shader_reset();
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if(scene.show_normal) { #region
if(NVB == noone) generateNormal();
if(NVB != noone) {
shader_set(sh_d3d_wireframe);
for( var i = 0, n = array_length(NVB); i < n; i++ )
vertex_submit(NVB[i], pr_linelist, -1);
shader_reset();
}
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} #endregion
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transform.clearMatrix();
matrix_set(matrix_world, matrix_build_identity());
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postSubmitVertex(scene);
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} #endregion
static clone = function() { #region
var _obj = variable_clone(self);
return _obj;
} #endregion
static destroy = function() { #region
if(is_array(VB)) {
for( var i = 0, n = array_length(VB); i < n; i++ )
vertex_delete_buffer(VB[i]);
} else if(VB != noone)
vertex_delete_buffer(VB);
onDestroy();
} #endregion
static onDestroy = function() { }
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static toString = function() { return $"[D3D Object]\n\t({array_length(vertex)} vertex groups\n\tPosition: {transform.position}\n\tRotation: {transform.rotation}\n\tScale: {transform.scale})" }
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}