409 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			409 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
package iron.object;
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import haxe.ds.Vector;
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import kha.graphics4.Graphics;
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import kha.graphics4.PipelineState;
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import iron.math.Vec4;
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import iron.math.Mat4;
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import iron.data.MeshData;
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import iron.data.MaterialData;
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import iron.data.ShaderData;
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import iron.data.SceneFormat;
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class MeshObject extends Object {
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	public var data: MeshData = null;
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	public var materials: Vector<MaterialData>;
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	public var materialIndex = 0;
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	public var depthRead(default, null) = false;
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	#if lnx_particles
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	public var particleSystems: Array<ParticleSystem> = null; // Particle owner
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	public var particleChildren: Array<MeshObject> = null;
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	public var particleOwner: MeshObject = null; // Particle object
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	public var particleIndex = -1;
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	public var render_emitter = true;
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	#end
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	public var cameraDistance: Float;
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	public var cameraList: Array<String> = null;
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	public var screenSize = 0.0;
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	public var frustumCulling = true;
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	public var activeTilesheet: Tilesheet = null;
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	public var tilesheets: Array<Tilesheet> = null;
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	public var skip_context: String = null; // Do not draw this context
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	public var force_context: String = null; // Draw only this context
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	static var lastPipeline: PipelineState = null;
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	#if lnx_morph_target
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	public var morphTarget: MorphTarget = null;
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	#end
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	#if lnx_veloc
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	public var prevMatrix = Mat4.identity();
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	#end
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	public function new(data: MeshData, materials: Vector<MaterialData>) {
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		super();
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		this.materials = materials;
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		setData(data);
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		Scene.active.meshes.push(this);
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	}
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	public function setData(data: MeshData) {
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		this.data = data;
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		data.refcount++;
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		#if (!lnx_batch)
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		data.geom.build();
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		#end
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		// Scale-up packed (-1,1) mesh coords
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		transform.scaleWorld = data.scalePos;
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	}
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	#if lnx_batch
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	@:allow(iron.Scene)
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	function batch(isLod: Bool) {
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		var batched = Scene.active.meshBatch.addMesh(this, isLod);
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		if (!batched) data.geom.build();
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	}
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	#end
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	override public function remove() {
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		#if lnx_batch
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		Scene.active.meshBatch.removeMesh(this);
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		#end
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		#if lnx_particles
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		if (particleChildren != null) {
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			for (c in particleChildren) c.remove();
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			particleChildren = null;
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		}
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		if (particleSystems != null) {
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			for (psys in particleSystems) psys.remove();
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			particleSystems = null;
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		}
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		#end
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		if (activeTilesheet != null) activeTilesheet.remove();
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		if (tilesheets != null) for (ts in tilesheets) { ts.remove(); }
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		if (Scene.active != null) Scene.active.meshes.remove(this);
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		data.refcount--;
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		super.remove();
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	}
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	override public function setupAnimation(oactions: Array<TSceneFormat> = null) {
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		#if lnx_skin
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		var hasAction = parent != null && parent.raw != null && parent.raw.bone_actions != null;
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		if (hasAction) {
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			var armatureUid = parent.uid;
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			animation = getBoneAnimation(armatureUid);
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			if (animation == null) animation = new BoneAnimation(armatureUid, parent);
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			if (data.isSkinned) cast(animation, BoneAnimation).setSkin(this);
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		}
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		#end
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		super.setupAnimation(oactions);
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	}
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	#if lnx_morph_target
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	override public function setupMorphTargets() {
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		if (data.raw.morph_target != null) {
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			morphTarget = new MorphTarget(data.raw.morph_target);
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		}
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	}
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	#end
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	#if lnx_particles
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	public function setupParticleSystem(sceneName: String, pref: TParticleReference) {
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		if (particleSystems == null) particleSystems = [];
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		var psys = new ParticleSystem(sceneName, pref);
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		particleSystems.push(psys);
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	}
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	#end
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	public function setupTilesheet(sceneName: String, tilesheet_ref: String, tilesheet_action_ref: String) {
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		activeTilesheet = new Tilesheet(sceneName, tilesheet_ref, tilesheet_action_ref);
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		if(tilesheets == null) tilesheets = new Array<Tilesheet>();
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		tilesheets.push(activeTilesheet);
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	}
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	public function setActiveTilesheet(sceneName: String, tilesheet_ref: String, tilesheet_action_ref: String) {
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		var set = false;
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		// Check if tilesheet already created
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		if (tilesheets != null) {
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			for (ts in tilesheets) {
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				if (ts.raw.name == tilesheet_ref) {
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					activeTilesheet = ts;
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					activeTilesheet.play(tilesheet_action_ref);
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					set = true;
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					break;
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				}
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			}
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		}
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		// If not already created
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		if (!set) {
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			setupTilesheet(sceneName, tilesheet_ref, tilesheet_action_ref);
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		}
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	}
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	inline function isLodMaterial(): Bool {
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		return (raw != null && raw.lod_material != null && raw.lod_material == true);
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	}
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	function setCulled(isShadow: Bool, b: Bool): Bool {
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		isShadow ? culledShadow = b : culledMesh = b;
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		culled = culledMesh && culledShadow;
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		#if lnx_debug
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		if (b) RenderPath.culled++;
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		#end
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		return b;
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	}
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	public function cullMaterial(context: String): Bool {
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		// Skip render if material does not contain current context
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		var mats = materials;
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		if (!isLodMaterial() && !validContext(mats, context)) return true;
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		var isShadow = context == "shadowmap";
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		if (!visibleMesh && !isShadow) return setCulled(isShadow, true);
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		if (!visibleShadow && isShadow) return setCulled(isShadow, true);
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		if (skip_context == context) return setCulled(isShadow, true);
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		if (force_context != null && force_context != context) return setCulled(isShadow, true);
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		return setCulled(isShadow, false);
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	}
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	function cullMesh(context: String, camera: CameraObject, light: LightObject): Bool {
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		if (camera == null) return false;
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		if (camera.data.raw.frustum_culling && frustumCulling) {
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			// Scale radius for skinned mesh and particle system
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			// TODO: define skin & particle bounds
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			var radiusScale = data.isSkinned ? 2.0 : 1.0;
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			#if lnx_particles
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			// particleSystems for update, particleOwner for render
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			if (particleSystems != null || particleOwner != null) radiusScale *= 1000;
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			#end
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			if (context == "voxel") radiusScale *= 100;
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			if (data.geom.instanced) radiusScale *= 100;
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			var isShadow = context == "shadowmap";
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			var frustumPlanes = isShadow ? light.frustumPlanes : camera.frustumPlanes;
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			if (isShadow && light.data.raw.type != "sun") { // Non-sun light bounds intersect camera frustum
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				light.transform.radius = light.data.raw.far_plane;
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				if (!CameraObject.sphereInFrustum(camera.frustumPlanes, light.transform)) {
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					return setCulled(isShadow, true);
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				}
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			}
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			if (!CameraObject.sphereInFrustum(frustumPlanes, transform, radiusScale)) {
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				return setCulled(isShadow, true);
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			}
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		}
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		culled = false;
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		return culled;
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	}
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	function skipContext(context: String, mat: MaterialData): Bool {
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		if (mat.raw.skip_context != null &&
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			mat.raw.skip_context == context) {
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			return true;
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		}
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		return false;
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	}
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	function getContexts(context: String, materials: Vector<MaterialData>, materialContexts: Array<MaterialContext>, shaderContexts: Array<ShaderContext>) {
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		for (mat in materials) {
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			var found = false;
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			for (i in 0...mat.raw.contexts.length) {
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				if (mat.raw.contexts[i].name.substr(0, context.length) == context) {
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					materialContexts.push(mat.contexts[i]);
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					shaderContexts.push(mat.shader.getContext(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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				materialContexts.push(null);
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				shaderContexts.push(null);
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			}
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		}
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	}
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	public function render(g: Graphics, context: String, bindParams: Array<String>) {
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		if (data == null || !data.geom.ready) return; // Data not yet streamed
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		if (!visible) return; // Skip render if object is hidden
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		if (cullMesh(context, Scene.active.camera, RenderPath.active.light)) return;
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		var meshContext = raw != null ? context == "mesh" : false;
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		if (cameraList != null && cameraList.indexOf(Scene.active.camera.name) < 0) return;
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		#if lnx_particles
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		if (raw != null && raw.is_particle && particleOwner == null) return; // Instancing not yet set-up by particle system owner
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		if (particleSystems != null && meshContext) {
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			if (particleChildren == null) {
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				particleChildren = [];
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				for (psys in particleSystems) {
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					// var c: MeshObject = cast Scene.active.getChild(psys.data.raw.instance_object);
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					Scene.active.spawnObject(psys.data.raw.instance_object, null, function(o: Object) {
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						if (o != null) {
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							var c: MeshObject = cast o;
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    						c.cameraList = this.cameraList;
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							particleChildren.push(c);
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							c.particleOwner = this;
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							c.particleIndex = particleChildren.length - 1;
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						}
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					});
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				}
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			}
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			for (i in 0...particleSystems.length) {
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				particleSystems[i].update(particleChildren[i], this);
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			}
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		}
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		if (particleSystems != null && particleSystems.length > 0 && !render_emitter) return;
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        if (particleSystems == null && cullMaterial(context)) return;
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        #else
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        if (cullMaterial(context)) return;
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		#end
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		// Get lod
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		var mats = materials;
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		var lod = this;
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		if (raw != null && raw.lods != null && raw.lods.length > 0) {
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			computeScreenSize(Scene.active.camera);
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			initLods();
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			if (context == "voxel") {
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				// Voxelize using the lowest lod
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				lod = cast lods[lods.length - 1];
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			}
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			else {
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				// Select lod
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				for (i in 0...raw.lods.length) {
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					// Lod found
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					if (screenSize > raw.lods[i].screen_size) break;
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					lod = cast lods[i];
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					if (isLodMaterial()) mats = lod.materials;
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				}
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			}
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			if (lod == null) return; // Empty object
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		}
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		#if lnx_debug
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		else computeScreenSize(Scene.active.camera);
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		#end
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		if (isLodMaterial() && !validContext(mats, context)) return;
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		// Get context
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		var materialContexts: Array<MaterialContext> = [];
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		var shaderContexts: Array<ShaderContext> = [];
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		getContexts(context, mats, materialContexts, shaderContexts);
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		Uniforms.posUnpack = data.scalePos;
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		Uniforms.texUnpack = data.scaleTex;
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		transform.update();
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		// Render mesh
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		var ldata = lod.data;
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		for (i in 0...ldata.geom.indexBuffers.length) {
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			var mi = ldata.geom.materialIndices[i];
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			if (shaderContexts.length <= mi || shaderContexts[mi] == null) continue;
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			materialIndex = mi;
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			// Check context skip
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			if (materials.length > mi && skipContext(context, materials[mi])) continue;
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			var scontext = shaderContexts[mi];
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			if (scontext == null) continue;
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			var elems = scontext.raw.vertex_elements;
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			// Uniforms
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			if (scontext.pipeState != lastPipeline) {
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				g.setPipeline(scontext.pipeState);
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				lastPipeline = scontext.pipeState;
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				// Uniforms.setContextConstants(g, scontext, bindParams);
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			}
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			Uniforms.setContextConstants(g, scontext, bindParams); //
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			Uniforms.setObjectConstants(g, scontext, this);
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			if (materialContexts.length > mi) {
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				Uniforms.setMaterialConstants(g, scontext, materialContexts[mi]);
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			}
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			// VB / IB
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			#if lnx_deinterleaved
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			g.setVertexBuffers(ldata.geom.get(elems));
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			#else
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			if (ldata.geom.instancedVB != null) {
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				g.setVertexBuffers([ldata.geom.get(elems), ldata.geom.instancedVB]);
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			}
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			else {
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				g.setVertexBuffer(ldata.geom.get(elems));
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			}
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			#end
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			g.setIndexBuffer(ldata.geom.indexBuffers[i]);
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			// Draw
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			if (ldata.geom.instanced) {
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				g.drawIndexedVerticesInstanced(ldata.geom.instanceCount, ldata.geom.start, ldata.geom.count);
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			}
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			else {
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				g.drawIndexedVertices(ldata.geom.start, ldata.geom.count);
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			}
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		}
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		#if lnx_debug
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		var isShadow = context == "shadowmap";
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		if (meshContext) RenderPath.numTrisMesh += ldata.geom.numTris;
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		else if (isShadow) RenderPath.numTrisShadow += ldata.geom.numTris;
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		RenderPath.drawCalls++;
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		#end
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		#if lnx_veloc
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		prevMatrix.setFrom(transform.worldUnpack);
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		#end
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	}
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	function validContext(mats: Vector<MaterialData>, context: String): Bool {
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		for (mat in mats) if (mat.getContext(context) != null) return true;
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		return false;
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	}
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	public inline function computeCameraDistance(camX: Float, camY: Float, camZ: Float) {
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		// Render path mesh sorting
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		cameraDistance = Vec4.distancef(camX, camY, camZ, transform.worldx(), transform.worldy(), transform.worldz());
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	}
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	public inline function computeDepthRead() {
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		#if rp_depth_texture
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		depthRead = false;
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		for (material in materials) {
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			for (context in material.contexts) {
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				if (context.raw.depth_read == true) {
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					depthRead = true;
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					break;
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				}
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			}
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		}
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		#end
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	}
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	public inline function computeScreenSize(camera: CameraObject) {
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		// Approx..
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		// var rp = camera.renderPath;
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		// var screenVolume = rp.currentW * rp.currentH;
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		var tr = transform;
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		var volume = tr.dim.x * tr.dim.y * tr.dim.z;
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		screenSize = volume * (1.0 / cameraDistance);
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		screenSize = screenSize > 1.0 ? 1.0 : screenSize;
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	}
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	inline function initLods() {
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		if (lods == null) {
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			lods = [];
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			for (l in raw.lods) {
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				if (l.object_ref == "") lods.push(null); // Empty
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				else lods.push(Scene.active.getChild(l.object_ref));
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			}
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		}
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	}
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}
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