Files
armorpaint/base/sources/ts/iron/material_data.ts
T
luboslenco ebdd602741 Gpu cleanup
2025-07-10 16:35:19 +02:00

89 lines
2.3 KiB
TypeScript

let _material_data_uid_counter: i32 = 0;
function material_data_create(raw: material_data_t, file: string = ""): material_data_t {
raw._ = {};
raw._.uid = ++_material_data_uid_counter; // Start from 1
let ref: string[] = string_split(raw.shader, "/");
let object_file: string = "";
let data_ref: string = "";
if (ref.length == 2) { // File reference
object_file = ref[0];
data_ref = ref[1];
}
else { // Local data
object_file = file;
data_ref = raw.shader;
}
let b: shader_data_t = data_get_shader(object_file, data_ref);
raw._.shader = b;
// Contexts have to be in the same order as in raw data for now
raw._.contexts = [];
while (raw._.contexts.length < raw.contexts.length) {
array_push(raw._.contexts, null);
}
for (let i: i32 = 0; i < raw.contexts.length; ++i) {
let c: material_context_t = raw.contexts[i];
let self: material_context_t = material_context_create(c);
raw._.contexts[i] = self;
}
return raw;
}
function material_data_parse(file: string, name: string): material_data_t {
let format: scene_t = data_get_scene_raw(file);
let raw: material_data_t = material_data_get_raw_by_name(format.material_datas, name);
if (raw == null) {
iron_log("Material data '" + name + "' not found!");
return null;
}
return material_data_create(raw, file);
}
function material_data_get_raw_by_name(datas: material_data_t[], name: string): material_data_t {
if (name == "") {
return datas[0];
}
for (let i: i32 = 0; i < datas.length; ++i) {
if (datas[i].name == name) {
return datas[i];
}
}
return null;
}
function material_data_get_context(raw: material_data_t, name: string): material_context_t {
for (let i: i32 = 0; i < raw._.contexts.length; ++i) {
let c: material_context_t = raw._.contexts[i];
// "mesh" will fetch both "mesh" and "meshheight" contexts
if (substring(c.name, 0, name.length) == name) {
return c;
}
}
return null;
}
function material_context_create(raw: material_context_t): material_context_t {
raw._ = {};
if (raw.bind_textures != null && raw.bind_textures.length > 0) {
raw._.textures = [];
for (let i: i32 = 0; i < raw.bind_textures.length; ++i) {
let tex: bind_tex_t = raw.bind_textures[i];
if (tex.file == "") { // Empty texture
continue;
}
let image: gpu_texture_t = data_get_image(tex.file);
array_push(raw._.textures, image);
}
}
return raw;
}