forked from LeenkxTeam/LNXSDK
		
	
		
			
				
	
	
		
			275 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
			
		
		
	
	
			275 lines
		
	
	
		
			6.9 KiB
		
	
	
	
		
			Haxe
		
	
	
	
	
	
| package iron.data;
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| 
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| #if lnx_batch
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| 
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| import kha.arrays.ByteArray;
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| import kha.graphics4.VertexBuffer;
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| import kha.graphics4.IndexBuffer;
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| import kha.graphics4.Usage;
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| import kha.graphics4.VertexStructure;
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| import kha.graphics4.Graphics;
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| import iron.object.MeshObject;
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| import iron.object.Uniforms;
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| import iron.data.Geometry;
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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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| 
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| @:access(iron.object.MeshObject)
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| class MeshBatch {
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| 
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| 	var buckets: Map<ShaderData, Bucket> = new Map();
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| 	public var nonBatched: Array<MeshObject> = [];
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| 
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| 	public function new() {}
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| 
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| 	public function remove() {
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| 		for (b in buckets) b.remove();
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| 	}
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| 
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| 	public static function isBatchable(m: MeshObject): Bool {
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| 		m.computeDepthRead();
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| 		var batch =
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| 			m.materials != null &&
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| 			m.materials.length == 1 &&
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| 			!m.data.geom.instanced &&
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| 			!m.data.isSkinned &&
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| 			m.data.raw.morph_target == null &&
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| 			!m.depthRead;
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| 		return batch;
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| 	}
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| 
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| 	public function addMesh(m: MeshObject, isLod: Bool): Bool {
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| 		// No instancing, multimat, skinning, morph targets or lod batching
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| 		if (!isBatchable(m) || isLod) {
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| 			nonBatched.push(m);
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| 			return false;
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| 		}
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| 
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| 		var shader = m.materials[0].shader;
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| 		var b = buckets.get(shader);
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| 		if (b == null) {
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| 			b = new Bucket(shader);
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| 			buckets.set(shader, b);
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| 		}
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| 		b.addMesh(m);
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| 		return true;
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| 	}
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| 
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| 	public function removeMesh(m: MeshObject) {
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| 		var shader = m.materials[0].shader;
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| 		var b = buckets.get(shader);
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| 		if (b != null) b.removeMesh(m);
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| 		else nonBatched.remove(m);
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| 	}
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| 
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| 	@:access(iron.RenderPath)
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| 	public function render(g: Graphics, context: String, bindParams: Array<String>) {
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| 
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| 		for (b in buckets) {
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| 			if (!b.batched) b.batch();
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| 			if (b.meshes.length > 0 && b.meshes[0].cullMaterial(context)) continue;
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| 
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| 			var scontext = b.shader.getContext(context);
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| 			g.setPipeline(scontext.pipeState);
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| 			// #if lnx_deinterleaved // TODO
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| 			// g.setVertexBuffers(b.vertexBuffers);
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| 			// #else
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| 			g.setVertexBuffer(b.getVertexBuffer(scontext.raw.vertex_elements));
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| 			// #end
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| 			g.setIndexBuffer(b.indexBuffer);
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| 
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| 			Uniforms.setContextConstants(g, scontext, bindParams);
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| 
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| 			RenderPath.sortMeshesDistance(b.meshes);
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| 
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| 			for (m in b.meshes) {
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| 				if (!m.visible) continue; // Skip render if object is hidden
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| 				if (m.cullMesh(context, Scene.active.camera, RenderPath.active.light)) continue;
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| 
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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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| 				m.getContexts(context, m.materials, materialContexts, shaderContexts);
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| 
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| 				Uniforms.posUnpack = m.data.scalePos;
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| 				Uniforms.texUnpack = m.data.scaleTex;
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| 				m.transform.update();
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| 
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| 				// Render mesh
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| 				Uniforms.setObjectConstants(g, scontext, m);
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| 				Uniforms.setMaterialConstants(g, scontext, materialContexts[0]);
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| 
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| 				g.drawIndexedVertices(m.data.start, m.data.count);
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| 
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| 				#if lnx_veloc
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| 				m.prevMatrix.setFrom(m.transform.worldUnpack);
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| 				#end
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| 
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| 				#if lnx_debug
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| 				RenderPath.drawCalls++;
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| 				RenderPath.batchCalls++;
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| 				#end
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| 			}
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| 
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| 			#if lnx_debug
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| 			RenderPath.batchBuckets++;
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| 			#end
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| 		}
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| 
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| 		// Render non-batched meshes
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| 		inline RenderPath.meshRenderLoop(g, context, bindParams, nonBatched);
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| 	}
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| }
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| 
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| class Bucket {
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| 
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| 	public var batched = false;
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| 	public var shader: ShaderData;
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| 	var vertexBuffer: VertexBuffer;
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| 	var vertexBufferMap: Map<String, VertexBuffer> = new Map();
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| 	public var indexBuffer: IndexBuffer;
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| 	public var meshes: Array<MeshObject> = [];
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| 
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| 	public function new(shader: ShaderData) {
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| 		this.shader = shader;
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| 	}
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| 
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| 	public function remove() {
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| 		indexBuffer.delete();
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| 		// this.vertexBuffer is in the map, so it's also deleted here
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| 		for (buf in vertexBufferMap) buf.delete();
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| 		meshes = [];
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| 	}
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| 
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| 	public function addMesh(m: MeshObject) {
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| 		meshes.push(m);
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| 	}
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| 
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| 	public function removeMesh(m: MeshObject) {
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| 		meshes.remove(m);
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| 	}
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| 
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| 	function copyAttribute(attribSize: Int, count: Int, to: ByteArray, toStride: Int, toOffset: Int, from: ByteArray, fromStride: Int, fromOffset: Int) {
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| 		for (i in 0...count) {
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| 			for (j in 0...attribSize) {
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| 				to.setInt16((i * toStride + toOffset + j) * 2, from.getInt16((i * fromStride + fromOffset + j) * 2));
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| 			}
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| 		}
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| 	}
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| 
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| 	function extractVertexBuffer(elems: Array<TVertexElement>): VertexBuffer {
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| 		// Build vertex buffer for specific context
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| 		var vs = new VertexStructure();
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| 		for (e in elems) vs.add(e.name, ShaderContext.parseData(e.data));
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| 
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| 		var vb = new VertexBuffer(vertexBuffer.count(), vs, Usage.StaticUsage);
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| 		var to = vb.lock();
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| 		var from = vertexBuffer.lock();
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| 
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| 		var toOffset = 0;
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| 		var toStride = Std.int(vb.stride() / 2);
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| 		var fromOffset = 0;
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| 		var fromStride = Std.int(vertexBuffer.stride() / 2);
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| 
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| 		for (e in elems) {
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| 			var size = 0;
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| 			if (e.name == "pos") { size = 4; fromOffset = 0; }
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| 			else if (e.name == "nor") { size = 2; fromOffset = 4; }
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| 			else if (e.name == "tex") { size = 2; fromOffset = 6; }
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| 			copyAttribute(size, vertexBuffer.count(), to, toStride, toOffset, from, fromStride, fromOffset);
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| 			toOffset += size;
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| 		}
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| 
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| 		vb.unlock();
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| 		return vb;
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| 	}
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| 
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| 	public function getVertexBuffer(elems: Array<TVertexElement>): VertexBuffer {
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| 		var s = "";
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| 		for (e in elems) s += e.name;
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| 		var vb = vertexBufferMap.get(s);
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| 		if (vb == null) {
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| 			vb = extractVertexBuffer(elems);
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| 			vertexBufferMap.set(s, vb);
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| 		}
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| 		return vb;
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| 	}
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| 
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| 	function vertexCount(g: Geometry, hasUVs: Bool): Int {
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| 		var vcount = g.getVerticesLength();
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| 		if (hasUVs && g.uvs == null) {
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| 			vcount += Std.int(g.positions.values.length / 4) * 2;
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| 		}
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| 		return vcount;
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| 	}
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| 
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| 	public function batch() {
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| 		batched = true;
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| 
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| 		// Ensure same vertex structure for batched meshes
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| 		var hasUVs = false;
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| 		for (m in meshes) {
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| 			if (m.data.geom.uvs != null) {
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| 				hasUVs = true;
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| 				break;
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| 			}
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| 		}
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| 
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| 		// Unique mesh datas
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| 		var vcount = 0;
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| 		var icount = 0;
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| 		var mdatas: Array<MeshData> = [];
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| 		for (m in meshes) {
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| 			var mdFound = false;
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| 			for (md in mdatas) {
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| 				if (m.data == md) {
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| 					mdFound = true;
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| 					break;
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| 				}
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| 			}
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| 			if (!mdFound) {
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| 				mdatas.push(m.data);
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| 				m.data.start = icount;
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| 				m.data.count = m.data.geom.indices[0].length;
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| 				icount += m.data.count;
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| 				vcount += vertexCount(m.data.geom, hasUVs);
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| 			}
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| 		}
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| 
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| 		if (mdatas.length == 0) return;
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| 
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| 		// Pick UVs if present
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| 		var vs = mdatas[0].geom.struct;
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| 		for (md in mdatas) if (md.geom.struct.size() > vs.size()) vs = md.geom.struct;
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| 
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| 		// Build shared buffers
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| 		vertexBuffer = new VertexBuffer(vcount, vs, Usage.StaticUsage);
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| 		var vertices = vertexBuffer.lock();
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| 		var offset = 0;
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| 		for (md in mdatas) {
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| 			md.geom.copyVertices(vertices, offset, hasUVs);
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| 			offset += vertexCount(md.geom, hasUVs);
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| 		}
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| 		vertexBuffer.unlock();
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| 
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| 		var s = "";
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| 		for (e in vs.elements) s += e.name;
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| 		vertexBufferMap.set(s, vertexBuffer);
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| 
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| 		indexBuffer = new IndexBuffer(icount, Usage.StaticUsage);
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| 		var indices = indexBuffer.lock();
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| 		var di = -1;
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| 		var offset = 0;
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| 		for (md in mdatas) {
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| 			for (i in 0...md.geom.indices[0].length) {
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| 				indices[++di] = md.geom.indices[0][i] + offset;
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| 			}
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| 			offset += Std.int(md.geom.getVerticesLength() / md.geom.structLength);
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| 		}
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| 		indexBuffer.unlock();
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| 	}
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| }
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| 
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| #end
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