Pixel-Composer/scripts/node_rm_render/node_rm_render.gml

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function Node_RM_Render(_x, _y, _group = noone) : Node_RM(_x, _y, _group) constructor {
name = "RM Render";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 1] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
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inputs[| 2] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
inputs[| 3] = nodeValue("Ortho Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 5.)
inputs[| 4] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 3, 6 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 5] = nodeValue("Depth", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 6] = nodeValue("Draw BG", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 7] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
inputs[| 8] = nodeValue("Ambient Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 9] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -.4, -.5, 1 ])
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.setDisplay(VALUE_DISPLAY.vector);
inputs[| 10] = nodeValue("Environment", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, false);
inputs[| 11] = nodeValue("Camera Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 30, 45, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 12] = nodeValue("Camera Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 13] = nodeValue("SDF Object", self, JUNCTION_CONNECT.input, VALUE_TYPE.sdf, {})
.setVisible(true, true);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 14] = nodeValue("Env Interpolation", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 0, 13,
["Camera", false], 11, 12, 1, 2, 3, 4, 5,
["Render", false], 6, 7, 8, 10, 14, 9,
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]
temp_surface = [ 0, 0 ];
environ = new RM_Environment();
object = noone;
static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) {}
static step = function() {
var _pro = getSingleValue( 1);
inputs[| 3].setVisible(_pro == 1);
}
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static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
var _dim = _data[0];
var _pro = _data[1];
var _fov = _data[2];
var _ort = _data[3];
var _vrn = _data[4];
var _dep = _data[5];
var _bgd = _data[6];
var _enc = _data[7];
var _amb = _data[8];
var _lig = _data[9];
var _env = _data[10];
var _crt = _data[11];
var _csa = _data[12];
var _shp = _data[13];
var _eint = _data[14];
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if(!is_instanceof(_shp, RM_Object)) return _outSurf;
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
for (var i = 0, n = array_length(temp_surface); i < n; i++)
temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192);
var tx = 1024;
surface_set_shader(temp_surface[0]);
gpu_set_tex_filter(_eint);
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draw_surface_stretched_safe(_env, tx * 0, tx * 0, tx, tx);
gpu_set_tex_filter(false);
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surface_reset_shader();
object = _shp;
object.flatten();
object.setTexture(temp_surface[1]);
environ.surface = temp_surface[0];
environ.bgEnv = _env;
environ.envFilter = _eint;
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environ.projection = _pro;
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environ.fov = _fov;
environ.orthoScale = _ort;
environ.viewRange = _vrn;
environ.depthInt = _dep;
environ.bgColor = _enc;
environ.bgDraw = _bgd;
environ.ambInten = _amb;
environ.light = _lig;
gpu_set_texfilter(true);
surface_set_shader(_outSurf, sh_rm_primitive);
shader_set_f("camRotation", _crt);
shader_set_f("camScale", _csa);
shader_set_f("camRatio", _dim[0] / _dim[1]);
environ.apply();
object.apply();
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
gpu_set_texfilter(false);
return _outSurf;
}
}