Files
armorpaint/base/sources/ts/iron/mesh_object.ts
T
luboslenco cf2daabc21 Cleanup
2025-09-01 19:17:28 +02:00

129 lines
3.8 KiB
TypeScript

type mesh_object_t = {
base?: object_t;
data?: mesh_data_t;
materials?: material_data_t[];
camera_dist?: f32;
frustum_culling?: bool;
skip_context?: string; // Do not draw this context
force_context?: string; // Draw only this context
};
let _mesh_object_last_pipeline: gpu_pipeline_t = null;
function mesh_object_create(data: mesh_data_t, materials: material_data_t[]): mesh_object_t {
let raw: mesh_object_t = {};
raw.frustum_culling = true;
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;
// 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);
object_remove_super(raw.base);
}
function mesh_object_setup_animation(raw: mesh_object_t, oactions: scene_t[] = null) {
///if arm_anim
object_setup_animation_super(raw.base, oactions);
///end
}
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)) {
raw.base.culled = true;
return true;
}
if (raw.skip_context == context) {
raw.base.culled = true;
return true;
}
if (raw.force_context != null && raw.force_context != context) {
raw.base.culled = true;
return true;
}
raw.base.culled = false;
return false;
}
function mesh_object_cull_mesh(raw: mesh_object_t, context: string, camera: camera_object_t): bool {
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)) {
raw.base.culled = true;
return true;
}
}
raw.base.culled = false;
return false;
}
function mesh_object_render(raw: mesh_object_t, context: string, bind_params: string[]) {
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;
}
uniforms_pos_unpack = raw.data.scale_pos;
uniforms_tex_unpack = raw.data.scale_tex;
transform_update(raw.base.transform);
let scontext: shader_context_t = null;
let mcontext: material_context_t = null;
for (let i: i32 = 0; i < raw.materials.length; ++i) {
let mat: material_data_t = raw.materials[i];
for (let j: i32 = 0; j < mat.contexts.length; ++j) {
if (mat.contexts[j].name == context) {
scontext = shader_data_get_context(mat._.shader, context);
mcontext = mat.contexts[j];
break;
}
}
}
if (scontext._.pipe != _mesh_object_last_pipeline) {
gpu_set_pipeline(scontext._.pipe);
_mesh_object_last_pipeline = scontext._.pipe;
}
uniforms_set_context_consts(scontext, bind_params);
uniforms_set_obj_consts(scontext, raw.base);
uniforms_set_material_consts(scontext, mcontext);
gpu_set_vertex_buffer(raw.data._.vertex_buffer);
gpu_set_index_buffer(raw.data._.index_buffer);
gpu_draw();
}
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));
}