Pixel-Composer/scripts/d3d_light_directional/d3d_light_directional.gml

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function __3dLightDirectional() : __3dLight() constructor {
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vertex = [[ new __vertex(1, 0, 0, c_white), new __vertex(3, 0, 0, c_white) ]];
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VF = global.VF_POS_COL;
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render_type = pr_linelist;
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VB = build();
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color = c_white;
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intensity = 1;
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transform.position.set(4, 0, 0);
transform.scale.set(0.6);
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shadow_mapper = sh_d3d_shadow_depth;
static submitSel = function(params = {}) { #region
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shader_set(sh_d3d_wireframe);
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shader_set_color("blend", color);
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preSubmitVertex(params);
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shader_reset();
} #endregion
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static submitShader = function(params = {}) { params.addLightDirectional(self); }
static preSubmitVertex = function(params = {}) { #region
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var _rot = new __rot3(0, 0, 0).lookAt(transform.position, params.camera.position);
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var rot = matrix_build(0, 0, 0,
_rot.x, _rot.y, _rot.z,
1, 1, 1);
var sca = matrix_build(0, 0, 0,
0, 0, 0,
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transform.scale.x, transform.scale.y, transform.scale.z);
var pos = matrix_build(transform.position.x, transform.position.y, transform.position.z,
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0, 0, 0,
1, 1, 1);
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matrix_stack_push(pos);
matrix_stack_push(rot);
matrix_set(matrix_world, matrix_stack_top());
vertex_submit(VB_UI[0], pr_linestrip, -1);
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matrix_stack_push(sca);
matrix_set(matrix_world, matrix_stack_top());
vertex_submit(VB_UI[0], pr_linestrip, -1);
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matrix_stack_pop();
matrix_stack_pop();
matrix_stack_pop();
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matrix_set(matrix_world, matrix_build_identity());
} #endregion
static shadowProjectBegin = function() { #region
shadow_map = surface_verify(shadow_map, shadow_map_size, shadow_map_size, surface_r32float);
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shadow_map_view = matrix_build_lookat(transform.position.x, transform.position.y, transform.position.z, 0, 0, 0, 0, 0, -1);
shadow_map_proj = matrix_build_projection_ortho(shadow_map_scale, shadow_map_scale, .01, 100);
surface_set_target(shadow_map);
draw_clear(c_black);
shader_set(shadow_mapper);
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shader_set_i("use_8bit", OS == os_macosx);
gpu_set_ztestenable(true);
camera_set_view_mat(shadow_map_camera, shadow_map_view);
camera_set_proj_mat(shadow_map_camera, shadow_map_proj);
camera_apply(shadow_map_camera);
} #endregion
static shadowProjectEnd = function() { #region
shader_reset();
surface_reset_target();
camera_apply(0);
gpu_set_ztestenable(false);
} #endregion
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}