Stage 2: render pipeline and UI toolkit over gpu/platform. Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS. Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth). Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
74 lines
1.2 KiB
Go
74 lines
1.2 KiB
Go
package render
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import (
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"aego/core/mathx"
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"aego/render/mesh"
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"aego/render/sprite"
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)
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func (f *ViewFrame) Mesh(d mesh.Draw) {
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f.submitMesh(&d)
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}
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func (f *ViewFrame) Meshes(ds []mesh.Draw) {
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for i := range ds {
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f.submitMesh(&ds[i])
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}
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}
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func (f *ViewFrame) submitMesh(d *mesh.Draw) {
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r := f.r
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if d.Mesh == nil {
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return
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}
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if !f.frustum.ContainsAABB(d.Mesh.Bounds.Transformed(d.World)) {
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r.stats.MeshCulled++
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return
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}
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if !r.meshes.Push(d, f.cam, r.White(), r.defSampler) {
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r.stats.Dropped++
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f.warnBudget()
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}
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}
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func (f *ViewFrame) Sprite3D(d sprite.Draw3D) {
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f.submit3D(&d)
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}
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func (f *ViewFrame) Sprites3D(ds []sprite.Draw3D) {
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for i := range ds {
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f.submit3D(&ds[i])
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}
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}
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func (f *ViewFrame) submit3D(d *sprite.Draw3D) {
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r := f.r
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if d.Region.IsZero() {
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return
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}
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inst := d.Instance()
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if !f.frustum.ContainsAABB(inst.Bounds()) {
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r.stats.Sprite3DCulled++
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return
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}
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if !r.sprites3d.Push(inst, d, r.defSampler, f.cam) {
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r.stats.Dropped++
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f.warnBudget()
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return
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}
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r.stats.Sprites3D++
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}
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func (f *ViewFrame) warnBudget() {
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r := f.r
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if r.warned {
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return
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}
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r.warned = true
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r.log.Warn("render budget exceeded, extra draws are dropped")
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}
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func (f *ViewFrame) Frustum() mathx.Frustum {
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return f.frustum
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}
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