Pixel-Composer/scripts/node_3d_extrude/node_3d_extrude.gml

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function Node_3D_Extrude(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
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name = "3D Extrude";
uniVertex_lightFor = shader_get_uniform(sh_vertex_pnt_light, "u_LightForward");
uniLightAmb = shader_get_uniform(sh_vertex_pnt_light, "u_AmbientLight");
uniLightClr = shader_get_uniform(sh_vertex_pnt_light, "u_LightColor");
uniLightInt = shader_get_uniform(sh_vertex_pnt_light, "u_LightIntensity");
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uniLightNrm = shader_get_uniform(sh_vertex_pnt_light, "useNormal");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue(1, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2)
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 4] = nodeValue(4, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 0.1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 5] = nodeValue(5, "Render scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 6] = nodeValue(6, "Manual generate", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.button, [ function() {
generateMesh();
}, "Generate"] );
inputs[| 7] = nodeValue(7, "Light direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 8] = nodeValue(8, "Light height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, [-1, 1, 0.01]);
inputs[| 9] = nodeValue(9, "Light intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 10] = nodeValue(10, "Light color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 11] = nodeValue(11, "Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey);
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inputs[| 12] = nodeValue(12, "Height map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
input_display_list = [1,
["Geometry", false], 0, 12, 6,
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["Transform", false], 2, 3, 4, 5,
["Light", false], 7, 8, 9, 10, 11
];
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
VB = vertex_create_buffer();
vertex_begin(VB, FORMAT_PT);
vertex_end(VB);
static onValueUpdate = function(index) {
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if(index == 0 || index == 12)
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generateMesh();
}
static generateMesh = function() {
var _ins = inputs[| 0].getValue();
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var _hei = inputs[| 12].getValue();
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if(!is_surface(_ins)) return;
var ww = surface_get_width(_ins);
var hh = surface_get_height(_ins);
var tw = 1 / ww;
var th = 1 / hh;
var sw = -ww / 2 * tw;
var sh = -hh / 2 * th;
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var useH = is_surface(_hei);
if(useH) {
var height_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2);
buffer_get_surface(height_buffer, _hei, 0);
buffer_seek(height_buffer, buffer_seek_start, 0);
var hei = array_create(ww, hh);
for( var j = 0; j < hh; j++ )
for( var i = 0; i < ww; i++ ) {
var cc = buffer_read(height_buffer, buffer_u32);
var _b = colorBrightness(cc & ~0b11111111);
hei[i][j] = _b;
}
buffer_delete(height_buffer);
}
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var surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2);
buffer_get_surface(surface_buffer, _ins, 0);
buffer_seek(surface_buffer, buffer_seek_start, 0);
vertex_begin(VB, FORMAT_PNT);
var ap = array_create(ww, hh);
for( var j = 0; j < hh; j++ )
for( var i = 0; i < ww; i++ ) {
var cc = buffer_read(surface_buffer, buffer_u32);
var _a = (cc & (0b11111111 << 24)) >> 24;
ap[i][j] = _a;
}
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buffer_delete(surface_buffer);
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for( var i = 0; i < ww; i++ )
for( var j = 0; j < hh; j++ ) {
if(ap[i][j] == 0) continue;
var i0 = sw + i * tw, i1 = i0 + tw;
var j0 = sh + j * th, j1 = j0 + th;
var tx0 = tw * i, tx1 = tx0 + tw;
var ty0 = th * j, ty1 = ty0 + th;
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var dep = (useH? hei[i][j] : 1) * 0.5;
vertex_add_pnt(VB, [i1, j0, -dep], [0, 0, -1], [tx1, ty0]);
vertex_add_pnt(VB, [i0, j0, -dep], [0, 0, -1], [tx0, ty0]);
vertex_add_pnt(VB, [i1, j1, -dep], [0, 0, -1], [tx1, ty1]);
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vertex_add_pnt(VB, [i1, j1, -dep], [0, 0, -1], [tx1, ty1]);
vertex_add_pnt(VB, [i0, j0, -dep], [0, 0, -1], [tx0, ty0]);
vertex_add_pnt(VB, [i0, j1, -dep], [0, 0, -1], [tx0, ty1]);
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vertex_add_pnt(VB, [i1, j0, dep], [0, 0, 1], [tx1, ty0]);
vertex_add_pnt(VB, [i0, j0, dep], [0, 0, 1], [tx0, ty0]);
vertex_add_pnt(VB, [i1, j1, dep], [0, 0, 1], [tx1, ty1]);
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vertex_add_pnt(VB, [i1, j1, dep], [0, 0, 1], [tx1, ty1]);
vertex_add_pnt(VB, [i0, j0, dep], [0, 0, 1], [tx0, ty0]);
vertex_add_pnt(VB, [i0, j1, dep], [0, 0, 1], [tx0, ty1]);
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if((useH && dep > hei[i][j - 1]) || (j == 0 || ap[i][j - 1] == 0)) {
vertex_add_pnt(VB, [i0, j0, dep], [0, -1, 0], [tx1, ty0]);
vertex_add_pnt(VB, [i0, j0, -dep], [0, -1, 0], [tx0, ty0]);
vertex_add_pnt(VB, [i1, j0, dep], [0, -1, 0], [tx1, ty1]);
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vertex_add_pnt(VB, [i0, j0, -dep], [0, -1, 0], [tx1, ty1]);
vertex_add_pnt(VB, [i1, j0, -dep], [0, -1, 0], [tx0, ty0]);
vertex_add_pnt(VB, [i1, j0, dep], [0, -1, 0], [tx0, ty1]);
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}
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if((useH && dep > hei[i][j + 1]) || (j == hh - 1 || ap[i][j + 1] == 0)) {
vertex_add_pnt(VB, [i0, j1, dep], [0, 1, 0], [tx1, ty0]);
vertex_add_pnt(VB, [i0, j1, -dep], [0, 1, 0], [tx0, ty0]);
vertex_add_pnt(VB, [i1, j1, dep], [0, 1, 0], [tx1, ty1]);
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vertex_add_pnt(VB, [i0, j1, -dep], [0, 1, 0], [tx1, ty1]);
vertex_add_pnt(VB, [i1, j1, -dep], [0, 1, 0], [tx0, ty0]);
vertex_add_pnt(VB, [i1, j1, dep], [0, 1, 0], [tx0, ty1]);
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}
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if((useH && dep > hei[i - 1][j]) || (i == 0 || ap[i - 1][j] == 0)) {
vertex_add_pnt(VB, [i0, j0, dep], [1, 0, 0], [tx1, ty0]);
vertex_add_pnt(VB, [i0, j0, -dep], [1, 0, 0], [tx0, ty0]);
vertex_add_pnt(VB, [i0, j1, dep], [1, 0, 0], [tx1, ty1]);
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vertex_add_pnt(VB, [i0, j0, -dep], [1, 0, 0], [tx1, ty1]);
vertex_add_pnt(VB, [i0, j1, -dep], [1, 0, 0], [tx0, ty0]);
vertex_add_pnt(VB, [i0, j1, dep], [1, 0, 0], [tx0, ty1]);
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}
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if((useH && dep > hei[i + 1][j]) || (i == ww - 1 || ap[i + 1][j] == 0)) {
vertex_add_pnt(VB, [i1, j0, dep], [-1, 0, 0], [tx1, ty0]);
vertex_add_pnt(VB, [i1, j0, -dep], [-1, 0, 0], [tx0, ty0]);
vertex_add_pnt(VB, [i1, j1, dep], [-1, 0, 0], [tx1, ty1]);
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vertex_add_pnt(VB, [i1, j0, -dep], [-1, 0, 0], [tx1, ty1]);
vertex_add_pnt(VB, [i1, j1, -dep], [-1, 0, 0], [tx0, ty0]);
vertex_add_pnt(VB, [i1, j1, dep], [-1, 0, 0], [tx0, ty1]);
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}
}
vertex_end(VB);
update();
}
drag_index = -1;
drag_sv = 0;
drag_mx = 0;
drag_my = 0;
static drawOverlay = function(active, _x, _y, _s, _mx, _my) {
if(inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my))
active = false;
var _dim = inputs[| 1].getValue();
var _pos = inputs[| 2].getValue();
var _rot = inputs[| 3].getValue();
var cx = _x + _pos[0] * _s;
var cy = _y + _pos[1] * _s;
draw_set_color(COLORS.axis[0]);
draw_line(cx - 64, cy, cx + 64, cy);
draw_set_color(COLORS.axis[1]);
draw_line(cx, cy - 64, cx, cy + 64);
draw_set_color(COLORS.axis[2]);
draw_circle(cx, cy, 64, true);
if(drag_index == 0) {
var dx = (_mx - drag_mx) / _s * 6;
_rot[1] = drag_sv + dx;
if(inputs[| 3].setValue(_rot))
UNDO_HOLDING = true;
if(mouse_release(mb_left)) {
drag_index = -1;
UNDO_HOLDING = false;
}
} else if(drag_index == 1) {
var dy = (_my - drag_my) / _s * -6;
_rot[0] = drag_sv + dy;
if(inputs[| 3].setValue(_rot))
UNDO_HOLDING = true;
if(mouse_release(mb_left)) {
drag_index = -1;
UNDO_HOLDING = false;
}
} else if(drag_index == 2) {
var da = point_direction(cx, cy, _mx, _my);
_rot[2] = da;
if(inputs[| 3].setValue(_rot))
UNDO_HOLDING = true;
if(mouse_release(mb_left)) {
drag_index = -1;
UNDO_HOLDING = false;
}
} else {
if(distance_to_line(_mx, _my, cx - 64, cy, cx + 64, cy) < 16) {
draw_set_color(COLORS.axis[0]);
draw_line_width(cx - 64, cy, cx + 64, cy, 3);
if(mouse_press(mb_left, active)) {
drag_index = 0;
drag_sv = _rot[1];
drag_mx = _mx;
drag_my = _my;
}
} else if(distance_to_line(_mx, _my, cx, cy - 64, cx, cy + 64) < 16) {
draw_set_color(COLORS.axis[1]);
draw_line_width(cx, cy - 64, cx, cy + 64, 3);
if(mouse_press(mb_left, active)) {
drag_index = 1;
drag_sv = _rot[0];
drag_mx = _mx;
drag_my = _my;
}
} else if(abs(point_distance(_mx, _my, cx, cy) - 64) < 8) {
draw_set_color(COLORS.axis[2]);
draw_circle_border(cx, cy, 64, 3);
if(mouse_press(mb_left, active)) {
drag_index = 2;
drag_sv = _rot[2];
drag_mx = _mx;
drag_my = _my;
}
}
}
inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my);
}
#region 3D setup
TM = matrix_build(0, 0, 0, 0, 0, 0, 1, 1, 1);
cam = camera_create();
cam_view = matrix_build_lookat(0, 0, 1, 0, 0, 0, 0, 1, 0);
cam_proj = matrix_build_projection_ortho(1, 1, 1, 100);
camera_set_proj_mat(cam, cam_view);
camera_set_view_mat(cam, cam_proj);
#endregion
static update = function() {
var _ins = inputs[| 0].getValue();
var _dim = inputs[| 1].getValue();
var _pos = inputs[| 2].getValue();
var _rot = inputs[| 3].getValue();
var _lsc = inputs[| 4].getValue();
var _sca = inputs[| 5].getValue();
var _ldir = inputs[| 7].getValue();
var _lhgt = inputs[| 8].getValue();
var _lint = inputs[| 9].getValue();
var _lclr = inputs[| 10].getValue();
var _aclr = inputs[| 11].getValue();
var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
_outSurf = surface_create_valid(_dim[0], _dim[1]);
outputs[| 0].setValue(_outSurf);
} else
surface_size_to(_outSurf, _dim[0], _dim[1]);
if(!is_surface(_ins)) return _outSurf;
var TM = matrix_build(_pos[0], _pos[1], 0, _rot[0], _rot[1], _rot[2], _dim[0] * _sca[0], _dim[1] * _sca[1], 1);
var cam_proj = matrix_build_projection_ortho(_dim[0], _dim[1], 1, 100);
camera_set_view_mat(cam, cam_proj);
camera_set_view_size(cam, _dim[0], _dim[1]);
var lightFor = [ -cos(degtorad(_ldir)), -_lhgt, -sin(degtorad(_ldir)) ];
gpu_set_ztestenable(true);
surface_set_target(_outSurf);
shader_set(sh_vertex_pnt_light);
shader_set_uniform_f_array(uniVertex_lightFor, lightFor);
shader_set_uniform_f_array(uniLightAmb, colorArrayFromReal(_aclr));
shader_set_uniform_f_array(uniLightClr, colorArrayFromReal(_lclr));
shader_set_uniform_f(uniLightInt, _lint);
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shader_set_uniform_i(uniLightNrm, 1);
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camera_apply(cam);
draw_clear_alpha(0, 0);
matrix_stack_push(TM);
matrix_stack_push(matrix_build(0, 0, 0, 0, 0, 0, _lsc[0], _lsc[1], _lsc[2]));
matrix_set(matrix_world, matrix_stack_top());
vertex_submit(VB, pr_trianglelist, surface_get_texture(_ins));
shader_reset();
matrix_stack_pop();
matrix_stack_pop();
matrix_set(matrix_world, MATRIX_IDENTITY);
surface_reset_target();
gpu_set_ztestenable(false);
camera_apply(0);
return _outSurf;
}
}