Fix pad compile

This commit is contained in:
luboslenco
2025-02-27 16:12:24 +01:00
parent 9247860f4a
commit e7ebcef901
44 changed files with 92 additions and 85 deletions
-215
View File
@@ -1,215 +0,0 @@
type mesh_object_t = {
base?: object_t;
data?: mesh_data_t;
materials?: material_data_t[];
material_index?: i32;
camera_dist?: f32;
screen_size?: f32;
frustum_culling?: bool;
skip_context?: string; // Do not draw this context
force_context?: string; // Draw only this context
prev_matrix?: mat4_t;
};
let _mesh_object_last_pipeline: pipeline_t = null;
let _mesh_object_material_contexts: material_context_t[] = [];
let _mesh_object_shader_contexts: shader_context_t[] = [];
function mesh_object_create(data: mesh_data_t, materials: material_data_t[]): mesh_object_t {
let raw: mesh_object_t = {};
raw.material_index = 0;
raw.screen_size = 0.0;
raw.frustum_culling = true;
raw.prev_matrix = mat4_identity();
raw.base = object_create(false);
raw.base.ext = raw;
raw.base.ext_type = "mesh_object_t";
raw.materials = materials;
mesh_object_set_data(raw, data);
array_push(scene_meshes, raw);
return raw;
}
function mesh_object_set_data(raw: mesh_object_t, data: mesh_data_t) {
raw.data = data;
data._.refcount++;
mesh_data_build(data);
// Scale-up packed (-1,1) mesh coords
raw.base.transform.scale_world = data.scale_pos;
}
function mesh_object_remove(raw: mesh_object_t) {
array_remove(scene_meshes, raw);
raw.data._.refcount--;
object_remove_super(raw.base);
}
function mesh_object_setup_animation(raw: mesh_object_t, oactions: scene_t[] = null) {
///if arm_skin
let has_action: bool = raw.base.parent != null && raw.base.parent.raw != null && raw.base.parent.raw.anim != null && raw.base.parent.raw.anim.bone_actions != null;
if (has_action) {
let armature_name: string = raw.base.parent.name;
raw.base.animation = object_get_parent_armature(raw.base, armature_name).base;
if (raw.base.animation == null) {
raw.base.animation = anim_bone_create(armature_name).base;
}
if (raw.data.skin != null) {
anim_bone_set_skin(raw.base.animation.ext, raw);
}
}
///end
///if arm_anim
object_setup_animation_super(raw.base, oactions);
///end
}
function mesh_object_set_culled(raw: mesh_object_t, b: bool): bool {
raw.base.culled = b;
return b;
}
function mesh_object_cull_material(raw: mesh_object_t, context: string): bool {
// Skip render if material does not contain current context
if (!mesh_object_valid_context(raw, raw.materials, context)) {
return true;
}
if (!raw.base.visible) {
return mesh_object_set_culled(raw, true);
}
if (raw.skip_context == context) {
return mesh_object_set_culled(raw, true);
}
if (raw.force_context != null && raw.force_context != context) {
return mesh_object_set_culled(raw, true);
}
return mesh_object_set_culled(raw, false);
}
function mesh_object_cull_mesh(raw: mesh_object_t, context: string, camera: camera_object_t): bool {
if (camera == null) {
return false;
}
if (camera.data.frustum_culling && raw.frustum_culling) {
let radius_scale: f32 = 1.0;
let frustum_planes: frustum_plane_t[] = camera.frustum_planes;
if (!camera_object_sphere_in_frustum(frustum_planes, raw.base.transform, radius_scale)) {
return mesh_object_set_culled(raw, true);
}
}
raw.base.culled = false;
return raw.base.culled;
}
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[]) {
for (let i: i32 = 0; i < materials.length; ++i) {
let mat: material_data_t = materials[i];
let found: bool = false;
for (let j: i32 = 0; j < mat.contexts.length; ++j) {
if (substring(mat.contexts[j].name, 0, context.length) == context) {
array_push(material_contexts, mat._.contexts[j]);
array_push(shader_contexts, shader_data_get_context(mat._.shader, context));
found = true;
break;
}
}
if (!found) {
array_push(material_contexts, null);
array_push(shader_contexts, null);
}
}
}
function mesh_object_render(raw: mesh_object_t, context: string, bind_params: string[]) {
if (raw.data == null || !raw.data._.ready) {
return; // Data not yet streamed
}
if (!raw.base.visible) {
return; // Skip render if object is hidden
}
if (mesh_object_cull_mesh(raw, context, scene_camera)) {
return;
}
if (mesh_object_cull_material(raw, context)) {
return;
}
// Get context
let material_contexts: material_context_t[] = _mesh_object_material_contexts;
let shader_contexts: shader_context_t[] = _mesh_object_shader_contexts;
material_contexts.length = 0;
shader_contexts.length = 0;
mesh_object_get_contexts(raw, context, raw.materials, material_contexts, shader_contexts);
uniforms_pos_unpack = raw.data.scale_pos;
uniforms_tex_unpack = raw.data.scale_tex;
transform_update(raw.base.transform);
// Render mesh
for (let i: i32 = 0; i < raw.data._.index_buffers.length; ++i) {
let mi: i32 = raw.data._.material_indices[i];
if (shader_contexts.length <= mi || shader_contexts[mi] == null) {
continue;
}
raw.material_index = mi;
let scontext: shader_context_t = shader_contexts[mi];
if (scontext == null) {
continue;
}
let elems: vertex_element_t[] = scontext.vertex_elements;
// Uniforms
if (scontext._.pipe_state != _mesh_object_last_pipeline) {
g4_set_pipeline(scontext._.pipe_state);
_mesh_object_last_pipeline = scontext._.pipe_state;
}
uniforms_set_context_consts(scontext, bind_params);
uniforms_set_obj_consts(scontext, raw.base);
if (material_contexts.length > mi) {
uniforms_set_material_consts(scontext, material_contexts[mi]);
}
g4_set_vertex_buffer(mesh_data_get(raw.data, elems));
g4_set_index_buffer(raw.data._.index_buffers[i]);
g4_draw();
}
raw.prev_matrix = mat4_clone(raw.base.transform.world_unpack);
}
function mesh_object_valid_context(raw: mesh_object_t, mats: material_data_t[], context: string): bool {
for (let i: i32 = 0; i < mats.length; ++i) {
let mat: material_data_t = mats[i];
if (material_data_get_context(mat, context) != null) {
return true;
}
}
return false;
}
function mesh_object_compute_camera_dist(raw: mesh_object_t, cam_x: f32, cam_y: f32, cam_z: f32) {
// Render path mesh sorting
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));
}
function mesh_object_compute_screen_size(raw: mesh_object_t, camera: camera_object_t) {
// Approx..
// let rp = camera_render_path;
// let screen_volume = rp.current_w * rp.current_h;
let tr: transform_t = raw.base.transform;
let volume: f32 = tr.dim.x * tr.dim.y * tr.dim.z;
raw.screen_size = volume * (1.0 / raw.camera_dist);
raw.screen_size = raw.screen_size > 1.0 ? 1.0 : raw.screen_size;
}