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(); // 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) { #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(_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
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;
} #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++ )
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;
} #endregion
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) { #region
var _s = variable_clone(scene);
_s.show_normal = false;
submitVertex(_s, sh_d3d_silhouette);
} #endregion
static submitShader = function(scene = {}, shader = noone) {}
static submitShadow = function(scene = {}, object = noone) {}
static submitVertex = function(scene = {}, shader = noone, param = defDrawParam) { #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);
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) { #region
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();
}
} #endregion
transform.clearMatrix();
matrix_set(matrix_world, matrix_build_identity());
postSubmitVertex(scene);
} #endregion
static clone = function(_vertex = true, cloneBuffer = false) { #region
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;
} #endregion
static destroy = function() { #region
for( var i = 0, n = array_length(VB); i < n; i++ )
vertex_delete_buffer(VB[i]);
VB = [];
onDestroy();
} #endregion
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})" }
}