#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; VF = global.VF_POS_COL; render_type = pr_trianglelist; custom_shader = noone; position = new __vec3(0); rotation = new BBMOD_Quaternion(); scale = new __vec3(1); size = new __vec3(1); materials = []; matrial_index = []; texture_flip = false; 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() {} static generateNormal = function() { #region if(render_type != pr_trianglelist) return; NVB = array_create(object_counts); var _s = normal_draw_size; 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, _normal, _uv) { #region var _buffer = vertex_create_buffer(); 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; } } vertex_end(_buffer); return _buffer; } #endregion static build = function(_buffer = VB, _vertex = vertex, counts = object_counts) { #region 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]); return _res; } #endregion static preSubmitVertex = function(scene = {}) {} static postSubmitVertex = function(scene = {}) {} static getCenter = function() { return new __vec3(position.x, position.y, position.z); } static getBBOX = function() { return new __bbox3D(size.multiplyVec(scale).multiply(-0.5), size.multiplyVec(scale).multiply(0.5)); } static submitShader = function(scene = {}, shader = noone) {} static submit = function(scene = {}, shader = noone) { submitVertex(scene, shader); } static submitUI = function(scene = {}, shader = noone) { submitVertex(scene, shader); } static submitSel = function(scene = {}) { #region var _s = variable_clone(scene); _s.show_normal = false; submitVertex(_s, sh_d3d_silhouette); } #endregion 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; } if(custom_shader != noone) _shader = custom_shader; if(shader != noone) _shader = shader; shader_set(_shader); preSubmitVertex(scene); if(VB != noone) { #region matrix_stack_clear(); if(scene.apply_transform) { var pos = matrix_build(position.x, position.y, position.z, 0, 0, 0, 1, 1, 1); var rot = rotation.ToMatrix(); var sca = matrix_build(0, 0, 0, 0, 0, 0, scale.x, scale.y, scale.z); matrix_stack_push(pos); matrix_stack_push(rot); matrix_stack_push(sca); matrix_set(matrix_world, matrix_stack_top()); } else { var pos = matrix_build(position.x - scene.custom_transform.x, position.y - scene.custom_transform.y, position.z - scene.custom_transform.z, 0, 0, 0, 1, 1, 1); var siz = matrix_build(0, 0, 0, 0, 0, 0, scale.x, scale.y, scale.z); var sca = matrix_build(0, 0, 0, 0, 0, 0, scene.custom_scale.x, scene.custom_scale.y, scene.custom_scale.z); matrix_stack_push(pos); matrix_stack_push(siz); matrix_stack_push(sca); matrix_set(matrix_world, matrix_stack_top()); } } #endregion #region ++++ Submit & Material ++++ gpu_set_tex_repeat(true); for( var i = 0, n = array_length(VB); i < n; i++ ) { if(_shader == sh_d3d_default) { var _ind = array_safe_get(matrial_index, i, i); var _mat = array_safe_get(materials, _ind, noone); 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_i("mat_use_normal", 0); shader_set_f("mat_reflective", 0); } else _mat.submitShader(); shader_set_i("mat_flip", texture_flip); //print($"{instanceof(self)}: {i}, {_mat}"); var _tex = _mat == noone? -1 : _mat.getTexture(); vertex_submit(VB[i], render_type, _tex); } else vertex_submit(VB[i], render_type, -1); } gpu_set_tex_repeat(false); #endregion shader_reset(); if(scene.show_normal && NVB != noone) { #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(); } } #endregion matrix_stack_clear(); matrix_set(matrix_world, matrix_build_identity()); postSubmitVertex(scene); } #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() { } static toString = function() { return $"[D3D Object\n\t{array_length(vertex)} vertex groups\n\tPosition: {position}\n\tRotation: {rotation}\n\tScale: {scale}]" } }