Cleanup
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@@ -4,19 +4,15 @@ type mesh_object_t = {
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data?: mesh_data_t;
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materials?: material_data_t[];
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camera_dist?: f32;
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screen_size?: f32;
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frustum_culling?: bool;
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skip_context?: string; // Do not draw this context
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force_context?: string; // Draw only this context
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};
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let _mesh_object_last_pipeline: gpu_pipeline_t = null;
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let _mesh_object_material_contexts: material_context_t[] = [];
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let _mesh_object_shader_contexts: shader_context_t[] = [];
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function mesh_object_create(data: mesh_data_t, materials: material_data_t[]): mesh_object_t {
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let raw: mesh_object_t = {};
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raw.screen_size = 0.0;
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raw.frustum_culling = true;
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raw.base = object_create(false);
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raw.base.ext = raw;
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@@ -47,66 +43,35 @@ function mesh_object_setup_animation(raw: mesh_object_t, oactions: scene_t[] = n
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///end
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}
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function mesh_object_set_culled(raw: mesh_object_t, b: bool): bool {
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raw.base.culled = b;
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return b;
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}
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function mesh_object_cull_material(raw: mesh_object_t, context: string): bool {
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// Skip render if material does not contain current context
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if (!mesh_object_valid_context(raw, raw.materials, context)) {
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raw.base.culled = true;
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return true;
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}
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if (!raw.base.visible) {
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return mesh_object_set_culled(raw, true);
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}
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if (raw.skip_context == context) {
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return mesh_object_set_culled(raw, true);
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raw.base.culled = true;
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return true;
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}
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if (raw.force_context != null && raw.force_context != context) {
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return mesh_object_set_culled(raw, true);
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raw.base.culled = true;
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return true;
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}
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return mesh_object_set_culled(raw, false);
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raw.base.culled = false;
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return false;
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}
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function mesh_object_cull_mesh(raw: mesh_object_t, context: string, camera: camera_object_t): bool {
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if (camera == null) {
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return false;
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}
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if (camera.data.frustum_culling && raw.frustum_culling) {
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let radius_scale: f32 = 1.0;
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let frustum_planes: frustum_plane_t[] = camera.frustum_planes;
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if (!camera_object_sphere_in_frustum(frustum_planes, raw.base.transform, radius_scale)) {
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return mesh_object_set_culled(raw, true);
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raw.base.culled = true;
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return true;
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}
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}
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raw.base.culled = false;
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return raw.base.culled;
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}
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function mesh_object_get_contexts(raw: mesh_object_t, context: string, materials: material_data_t[], material_contexts: material_context_t[], shader_contexts: shader_context_t[]) {
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for (let i: i32 = 0; i < materials.length; ++i) {
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let mat: material_data_t = materials[i];
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let found: bool = false;
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for (let j: i32 = 0; j < mat.contexts.length; ++j) {
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if (substring(mat.contexts[j].name, 0, context.length) == context) {
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array_push(material_contexts, mat._.contexts[j]);
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array_push(shader_contexts, shader_data_get_context(mat._.shader, context));
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found = true;
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break;
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}
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}
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if (!found) {
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array_push(material_contexts, null);
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array_push(shader_contexts, null);
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}
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}
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return false;
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}
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function mesh_object_render(raw: mesh_object_t, context: string, bind_params: string[]) {
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@@ -120,29 +85,30 @@ function mesh_object_render(raw: mesh_object_t, context: string, bind_params: st
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return;
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}
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// Get context
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let material_contexts: material_context_t[] = _mesh_object_material_contexts;
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let shader_contexts: shader_context_t[] = _mesh_object_shader_contexts;
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material_contexts.length = 0;
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shader_contexts.length = 0;
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mesh_object_get_contexts(raw, context, raw.materials, material_contexts, shader_contexts);
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uniforms_pos_unpack = raw.data.scale_pos;
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uniforms_tex_unpack = raw.data.scale_tex;
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transform_update(raw.base.transform);
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// Render mesh
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let scontext: shader_context_t = shader_contexts[0];
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let scontext: shader_context_t = null;
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let mcontext: material_context_t = null;
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for (let i: i32 = 0; i < raw.materials.length; ++i) {
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let mat: material_data_t = raw.materials[i];
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for (let j: i32 = 0; j < mat.contexts.length; ++j) {
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if (mat.contexts[j].name == context) {
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scontext = shader_data_get_context(mat._.shader, context);
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mcontext = mat.contexts[j];
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break;
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}
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}
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}
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// Uniforms
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if (scontext._.pipe_state != _mesh_object_last_pipeline) {
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gpu_set_pipeline(scontext._.pipe_state);
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_mesh_object_last_pipeline = scontext._.pipe_state;
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if (scontext._.pipe != _mesh_object_last_pipeline) {
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gpu_set_pipeline(scontext._.pipe);
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_mesh_object_last_pipeline = scontext._.pipe;
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}
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uniforms_set_context_consts(scontext, bind_params);
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uniforms_set_obj_consts(scontext, raw.base);
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uniforms_set_material_consts(scontext, material_contexts[0]);
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uniforms_set_material_consts(scontext, mcontext);
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gpu_set_vertex_buffer(raw.data._.vertex_buffer);
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gpu_set_index_buffer(raw.data._.index_buffer);
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gpu_draw();
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@@ -162,13 +128,3 @@ function mesh_object_compute_camera_dist(raw: mesh_object_t, cam_x: f32, cam_y:
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// Render path mesh sorting
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raw.camera_dist = vec4_fdist(cam_x, cam_y, cam_z, transform_world_x(raw.base.transform), transform_world_y(raw.base.transform), transform_world_z(raw.base.transform));
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}
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function mesh_object_compute_screen_size(raw: mesh_object_t, camera: camera_object_t) {
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// Approx..
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// let rp = camera_render_path;
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// let screen_volume = rp.current_w * rp.current_h;
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let tr: transform_t = raw.base.transform;
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let volume: f32 = tr.dim.x * tr.dim.y * tr.dim.z;
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raw.screen_size = volume * (1.0 / raw.camera_dist);
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raw.screen_size = raw.screen_size > 1.0 ? 1.0 : raw.screen_size;
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}
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