2023-08-14 19:22:04 +02:00
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function __3dLightDirectional() : __3dLight() constructor {
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2023-08-16 20:16:31 +02:00
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vertex = [ [ 1, 0, 0, c_yellow, 0.8 ], [ 3, 0, 0, c_yellow, 0.8 ] ];
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VF = global.VF_POS_COL;
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2023-08-14 19:22:04 +02:00
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render_type = pr_linelist;
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2023-08-16 20:16:31 +02:00
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VB = build();
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2023-08-14 19:22:04 +02:00
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2023-08-16 20:16:31 +02:00
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color = c_white;
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2023-08-14 19:22:04 +02:00
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intensity = 1;
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2023-08-16 20:16:31 +02:00
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position.set(4, 0, 0);
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2023-08-14 19:22:04 +02:00
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static submitSel = function(params = {}) {
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shader_set(sh_d3d_wireframe);
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2023-08-16 20:16:31 +02:00
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preSubmitVertex(params);
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2023-08-14 19:22:04 +02:00
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shader_reset();
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}
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2023-08-16 20:16:31 +02:00
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static submitShader = function(params = {}) { params.addLightDirectional(self); }
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static preSubmitVertex = function(params = {}) {
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var _rot = new __rot3(0, 0, 0).lookAt(position, params.camera.position);
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2023-08-14 19:22:04 +02:00
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2023-08-16 20:16:31 +02:00
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var rot = matrix_build(0, 0, 0,
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_rot.x, _rot.y, _rot.z,
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1, 1, 1);
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var sca = matrix_build(0, 0, 0,
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0, 0, 0,
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0.6, 0.6, 0.6);
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var pos = matrix_build(position.x, position.y, position.z,
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0, 0, 0,
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1, 1, 1);
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2023-08-14 19:22:04 +02:00
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2023-08-16 20:16:31 +02:00
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matrix_stack_clear();
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matrix_stack_push(pos);
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matrix_stack_push(rot);
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matrix_set(matrix_world, matrix_stack_top());
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vertex_submit(VB_UI, pr_linestrip, -1);
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matrix_stack_push(sca);
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matrix_set(matrix_world, matrix_stack_top());
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vertex_submit(VB_UI, pr_linestrip, -1);
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matrix_stack_clear();
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matrix_set(matrix_world, matrix_build_identity());
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2023-08-14 19:22:04 +02:00
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}
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}
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