mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 22:43:53 +01:00
183 lines
5.3 KiB
Plaintext
183 lines
5.3 KiB
Plaintext
#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 = [];
|
|
normals = [];
|
|
uv = [];
|
|
VB = noone;
|
|
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);
|
|
|
|
texture = -1;
|
|
|
|
static checkParameter = function(params = {}) { #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(check) onParameterUpdate();
|
|
} #endregion
|
|
|
|
static onParameterUpdate = function() {}
|
|
|
|
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 :
|
|
var cc = array_length(v) > 3? v[3] : c_gray;
|
|
var aa = array_length(v) > 4? v[4] : 1;
|
|
|
|
vertex_position_3d(_buffer, v[0], v[1], v[2]);
|
|
vertex_color(_buffer, cc, aa);
|
|
break;
|
|
case global.VF_POS_NORM_TEX_COL :
|
|
var nor = _normal[i];
|
|
var uuv = array_safe_get(_uv, i, [ 0, 0 ]);
|
|
var cc = array_length(v) > 3? v[3] : c_white;
|
|
var aa = array_length(v) > 4? v[4] : 1;
|
|
|
|
vertex_add_pntc(_buffer, v, nor, uuv, cc, aa);
|
|
break;
|
|
}
|
|
}
|
|
vertex_end(_buffer);
|
|
|
|
return _buffer;
|
|
} #endregion
|
|
|
|
static build = function(_buffer = VB, _vertex = vertex, _normal = normals, _uv = uv) { #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 _buffer_count = is_array(_vertex[0][0])? array_length(_vertex) : 0;
|
|
|
|
if(_buffer_count == 0) return buildVertex(_vertex, _normal, _uv);
|
|
|
|
var _res = array_create(_buffer_count);
|
|
for( var i = 0; i < _buffer_count; i++ )
|
|
_res[i] = buildVertex(_vertex[i], _normal[i], _uv[i]);
|
|
|
|
return _res;
|
|
} #endregion
|
|
|
|
static preSubmitVertex = function(params = {}) {}
|
|
static postSubmitVertex = function(params = {}) {}
|
|
|
|
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(params = {}, shader = noone) {}
|
|
|
|
static submit = function(params = {}, shader = noone) { submitVertex(params, shader); }
|
|
static submitUI = function(params = {}, shader = noone) { submitVertex(params, shader); }
|
|
static submitSel = function(params = {}) { submitVertex(params, sh_d3d_silhouette); }
|
|
|
|
static submitVertex = function(params = {}, shader = noone) { #region
|
|
if(shader != noone)
|
|
shader_set(shader);
|
|
else if(custom_shader != noone)
|
|
shader_set(custom_shader);
|
|
else {
|
|
switch(VF) {
|
|
case global.VF_POS_NORM_TEX_COL: shader_set(sh_d3d_default); break;
|
|
case global.VF_POS_COL: shader_set(sh_d3d_wireframe); break;
|
|
}
|
|
}
|
|
|
|
preSubmitVertex(params);
|
|
|
|
if(VB != noone) {
|
|
matrix_stack_clear();
|
|
|
|
if(params.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 - params.custom_transform.x, position.y - params.custom_transform.y, position.z - params.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,
|
|
params.custom_scale.x, params.custom_scale.y, params.custom_scale.z);
|
|
|
|
matrix_stack_push(pos);
|
|
matrix_stack_push(siz);
|
|
matrix_stack_push(sca);
|
|
matrix_set(matrix_world, matrix_stack_top());
|
|
}
|
|
|
|
if(is_array(VB)) {
|
|
for( var i = 0, n = array_length(VB); i < n; i++ )
|
|
vertex_submit(VB[i], render_type, array_safe_get(texture, i, -1));
|
|
} else
|
|
vertex_submit(VB, render_type, texture);
|
|
|
|
matrix_stack_clear();
|
|
matrix_set(matrix_world, matrix_build_identity());
|
|
}
|
|
|
|
postSubmitVertex(params);
|
|
|
|
shader_reset();
|
|
} #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() { }
|
|
} |