Pixel-Composer/scripts/d3d_scene/d3d_scene.gml

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#region global preview camera
globalvar D3D_GLOBAL_PREVIEW;
function set3DGlobalPreview() {
var d3_view_camera = new __3dCamera();
d3_view_camera.setViewSize(2, 2);
d3_view_camera.setFocusAngle(135, 45, 8);
d3_view_camera.position.set(calculate_3d_position(0, 0, 0, d3_view_camera.focus_angle_x, d3_view_camera.focus_angle_y, d3_view_camera.focus_dist));
d3_view_camera.projection = CAMERA_PROJECTION.orthograph;
d3_view_camera.setMatrix();
D3D_GLOBAL_PREVIEW = new __3dScene(d3_view_camera);
D3D_GLOBAL_PREVIEW.apply_transform = false;
var d3_scene_light0 = new __3dLightDirectional();
d3_scene_light0.position.set(-1, -2, 3);
d3_scene_light0.color = $AAAAAA;
var d3_scene_light1 = new __3dLightDirectional();
d3_scene_light1.position.set(1, 2, 3);
d3_scene_light1.color = $FFFFFF;
D3D_GLOBAL_PREVIEW.lightAmbient = $404040;
D3D_GLOBAL_PREVIEW.addLightDirectional(d3_scene_light0);
D3D_GLOBAL_PREVIEW.addLightDirectional(d3_scene_light1);
}
#endregion
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function __3dScene(camera) constructor {
self.camera = camera;
name = "New scene";
apply_transform = true;
custom_transform = new __vec3();
custom_scale = new __vec3(1, 1, 1);
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lightAmbient = c_black;
lightDir_max = 16;
lightDir_shadow_max = 4;
lightPnt_max = 16;
lightPnt_shadow_max = 4;
gammaCorrection = true;
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static reset = function() {
lightDir_count = 0;
lightDir_direction = [];
lightDir_color = [];
lightDir_intensity = [];
lightDir_shadow_count = 0;
lightDir_shadow = [];
lightDir_shadowMap = [];
lightDir_viewMat = [];
lightDir_projMat = [];
lightDir_shadowBias = .001;
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lightPnt_count = 0;
lightPnt_position = [];
lightPnt_color = [];
lightPnt_intensity = [];
lightPnt_radius = [];
lightPnt_shadow_count = 0;
lightPnt_shadow = [];
lightPnt_shadowMap = [];
lightPnt_viewMat = [];
lightPnt_projMat = [];
} reset();
static applyCamera = function() { camera.applyCamera(); }
static resetCamera = function() { camera.resetCamera(); }
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static apply = function() {
shader_set(sh_d3d_default);
shader_set_f("light_ambient", colToVec4(lightAmbient));
shader_set_i("light_dir_count", lightDir_count);
if(lightDir_count) {
shader_set_f("light_dir_direction", lightDir_direction);
shader_set_f("light_dir_color", lightDir_color);
shader_set_f("light_dir_intensity", lightDir_intensity);
shader_set_i("light_dir_shadow_active", lightDir_shadow);
for( var i = 0, n = array_length(lightDir_shadowMap); i < n; i++ )
shader_set_surface($"light_dir_shadowmap_{i}", lightDir_shadowMap[i], true);
shader_set_f("light_dir_view", lightDir_viewMat);
shader_set_f("light_dir_proj", lightDir_projMat);
shader_set_f("shadowBias", lightDir_shadowBias);
}
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shader_set_i("light_pnt_count", lightPnt_count);
if(lightPnt_count) {
shader_set_f("light_pnt_position", lightPnt_position);
shader_set_f("light_pnt_color", lightPnt_color);
shader_set_f("light_pnt_intensity", lightPnt_intensity);
shader_set_f("light_pnt_radius", lightPnt_radius);
shader_set_i("light_pnt_shadow_active", lightPnt_shadow);
for( var i = 0, n = array_length(lightPnt_shadowMap); i < n; i++ )
shader_set_surface($"light_pnt_shadowmap_{i}", lightPnt_shadowMap[i], true, true);
shader_set_f("light_pnt_view", lightPnt_viewMat);
shader_set_f("light_pnt_proj", lightPnt_projMat);
}
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shader_set_i("gammaCorrection", gammaCorrection);
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shader_reset();
}
static addLightDirectional = function(light) {
if(lightDir_count >= lightDir_max) {
noti_warning("Direction light limit exceeded");
return self;
}
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array_append(lightDir_direction, [ light.position.x, light.position.y, light.position.z ]);
array_append(lightDir_color, colToVec4(light.color));
array_push(lightDir_intensity, light.intensity);
array_push(lightDir_shadow, light.shadow_active);
if(light.shadow_active) {
if(lightDir_shadow_count < lightDir_shadow_max) {
array_push(lightDir_shadowMap, light.shadow_map);
lightDir_shadow_count++;
} else
noti_warning("Direction light shadow caster limit exceeded");
}
array_append(lightDir_viewMat, light.shadow_map_view);
array_append(lightDir_projMat, light.shadow_map_proj);
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lightDir_count++;
return self;
}
static addLightPoint = function(light) {
if(lightPnt_count >= lightPnt_max) {
noti_warning("Point light limit exceeded");
return self;
}
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array_append(lightPnt_position, [ light.position.x, light.position.y, light.position.z ]);
array_append(lightPnt_color, colToVec4(light.color));
array_push(lightPnt_intensity, light.intensity);
array_push(lightPnt_radius, light.radius);
array_push(lightPnt_shadow, light.shadow_active);
if(light.shadow_active) {
if(lightPnt_shadow_count < lightPnt_shadow_max) {
array_push(lightPnt_shadowMap, light.shadow_map);
lightPnt_shadow_count++;
} else
noti_warning("Point light shadow caster limit exceeded");
}
array_append(lightPnt_viewMat, light.shadow_map_view);
array_append(lightPnt_projMat, light.shadow_map_proj);
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lightPnt_count++;
return self;
}
}