#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(); // x y z // 12 vertex_format_add_normal(); // x y z // 12 vertex_format_add_texcoord(); // u v // 8 vertex_format_add_color(); // r g b a // 4 global.VF_POS_NORM_TEX_COL = vertex_format_end(); global.VF_POS_NORM_TEX_COL_size = 36; #endregion function __3dObject() constructor { vertex = []; VB = []; normal_vertex = []; object_counts = 1; NVB = noone; normal_draw_size = 0.2; VF = global.VF_POS_COL; render_type = pr_trianglelist; custom_shader = noone; transform = new __transform(); size = new __vec3(1); materials = []; material_index = []; texture_flip = false; static checkParameter = function(params = {}, forceUpdate = false) { 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(!isEqual(self[$ key], params[$ key])) check = true; self[$ key] = params[$ key]; } if(forceUpdate || check) onParameterUpdate(); } static onParameterUpdate = function() {} static generateNormal = function(_s = normal_draw_size) { 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]); } } static buildVertex = function(_vertex) { var _buffer = vertex_create_buffer(); vertex_begin(_buffer, VF); switch(VF) { case global.VF_POS_COL : for( var i = 0, n = array_length(_vertex); i < n; i++ ) { var v = _vertex[i]; vertex_position_3d(_buffer, v.x, v.y, v.z); vertex_color(_buffer, v.color, v.alpha); } break; case global.VF_POS_NORM_TEX_COL : for( var i = 0, n = array_length(_vertex); i < n; i++ ) { var v = _vertex[i]; vertex_position_3d(_buffer, v.x, v.y, v.z); vertex_normal(_buffer, v.nx, v.ny, v.nz); vertex_texcoord(_buffer, v.u, v.v); vertex_color(_buffer, v.color, v.alpha); } break; } vertex_end(_buffer); return _buffer; } static build = function(_buffer = VB, _vertex = vertex, counts = object_counts) { if(is_array(_buffer)) { for( var i = 0, n = array_length(_buffer); i < n; i++ ) if(_buffer[i] != noone) 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; } static preSubmitVertex = function(scene = {}) {} static postSubmitVertex = function(scene = {}) {} 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)); } #region params defDrawParam = { wireframe: false }; defDrawParamW = { wireframe: true }; #endregion static submit = function(scene = {}, shader = noone) { submitVertex(scene, shader); } static submitUI = function(scene = {}, shader = noone) { submitVertex(scene, shader); } static submitSel = function(scene = {}, shader = noone) { var _s = variable_clone(scene); _s.show_normal = false; submitVertex(_s, sh_d3d_silhouette); } static submitShader = function(scene = {}, shader = noone) {} static submitShadow = function(scene = {}, object = noone) {} static submitVertex = function(scene = {}, shader = noone, param = defDrawParam) { 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); transform.submitMatrix(); matrix_set(matrix_world, matrix_stack_top()); #region ++++ Submit & Material ++++ gpu_set_tex_repeat(true); for( var i = 0, n = array_length(VB); i < n; i++ ) { var _ind = array_safe_get_fast(material_index, i, i); var _mat = array_safe_get_fast(materials, _ind, noone); var _useMat = is_instanceof(_mat, __d3dMaterial); shader_set_i("mat_flip", texture_flip); var _tex = _useMat? _mat.getTexture() : -1; if(_shader == sh_d3d_default) { if(_useMat) { _mat.submitShader(); } else { 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); } vertex_submit(VB[i], render_type, _tex); } else if(_shader == sh_d3d_geometry) { if(_useMat) _mat.submitGeometry(); else shader_set_i("use_normal", 0); vertex_submit(VB[i], render_type, _tex); } else vertex_submit(VB[i], render_type, _tex); } gpu_set_tex_repeat(false); #endregion shader_reset(); if(scene.show_normal) { if(NVB == noone) generateNormal(); if(NVB != noone) { shader_set(sh_d3d_wireframe); shader_set_color("blend", c_white); for( var i = 0, n = array_length(NVB); i < n; i++ ) vertex_submit(NVB[i], pr_linelist, -1); shader_reset(); } } transform.clearMatrix(); matrix_set(matrix_world, matrix_build_identity()); postSubmitVertex(scene); } static clone = function(_vertex = true, cloneBuffer = false) { var _obj = new __3dObject(); if(_vertex) { _obj.vertex = array_create(array_length(vertex)); for( var i = 0, n = array_length(vertex); i < n; i++ ) { _obj.vertex[i] = array_create(array_length(vertex[i])); for( var j = 0, m = array_length(vertex[i]); j < m; j++ ) _obj.vertex[i][j] = vertex[i][j].clone(); } } if(cloneBuffer) { _obj.VB = array_create(array_length(VB)); for( var i = 0, n = array_length(VB); i < n; i++ ) { var _vnum = vertex_get_number(VB[i]); var _buff = buffer_create(1, buffer_grow, 1); buffer_copy_from_vertex_buffer(VB[i], 0, _vnum - 1, _buff, 0); _obj.VB[i] = vertex_create_buffer_from_buffer(_buff, VF); } } else { _obj.VB = VB; } _obj.NVB = NVB; _obj.VF = VF; _obj.render_type = render_type; _obj.custom_shader = custom_shader; _obj.object_counts = object_counts; _obj.transform = transform.clone(); _obj.size = size.clone(); _obj.materials = materials; _obj.material_index = material_index; _obj.texture_flip = texture_flip; return _obj; } static destroy = function() { for( var i = 0, n = array_length(VB); i < n; i++ ) vertex_delete_buffer(VB[i]); VB = []; onDestroy(); } static onDestroy = function() { } 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})" } }