Pixel-Composer/scripts/node_3d_plane/node_3d_plane.gml

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function Node_3D_Plane(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "3D Plane";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Render position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ])
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.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
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inputs[| 2] = nodeValue("Object rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue("Render scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 4] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, OUTPUT_SCALING.same_as_input)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Same as input", "Constant", "Relative to input" ])
.rejectArray();
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inputs[| 5] = nodeValue("Constant dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 6] = nodeValue("Object position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 7] = nodeValue("Object scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 8] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Orthographic", "Perspective" ])
.rejectArray();
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inputs[| 9] = nodeValue("Field of view", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 60)
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 90, 1 ]);
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inputs[| 10] = nodeValue("Texture scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 11] = nodeValue("Texture shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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input_display_list = [0,
["Outputs", true], 4, 5,
["Object transform", false], 6, 2, 7,
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["Camera", false], 8, 9, 1, 3,
["Texture", false], 10, 11,
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("3D object", self, JUNCTION_CONNECT.output, VALUE_TYPE.d3object, function() { return submit_vertex(); });
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output_display_list = [
0, 1
]
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_3d_node_init(0, /*Transform*/ 1, 2, 3);
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
if(inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny))
active = false;
var _out = outputs[| 0].getValue();
if(!is_surface(_out) || !surface_exists(_out)) return;
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_3d_gizmo(active, _x, _y, _s, _mx, _my, _snx, _sny,, false);
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}
static submit_vertex = function(index = 0) {
var _lpos = getSingleValue( 6, index);
var _lrot = getSingleValue( 2, index);
var _lsca = getSingleValue( 7, index);
var _inSurf = getSingleValue(0, index);
_3d_local_transform(_lpos, _lrot, _lsca);
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if(is_surface(_inSurf))
vertex_submit(PRIMITIVES[? "plane"], pr_trianglelist, surface_get_texture(_inSurf));
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_3d_clear_local_transform();
}
static process_data = function(_outSurf, _data, _output_index, _array_index) {
if(!is_surface(_data[0])) return _outSurf;
var _out_type = _data[4];
var _out = _data[5];
var _ww, _hh;
switch(_out_type) {
case OUTPUT_SCALING.same_as_input :
inputs[| 5].setVisible(false);
_ww = surface_get_width(_data[0]);
_hh = surface_get_height(_data[0]);
break;
case OUTPUT_SCALING.constant :
inputs[| 5].setVisible(true);
_ww = _out[0];
_hh = _out[1];
break;
case OUTPUT_SCALING.relative :
inputs[| 5].setVisible(true);
_ww = surface_get_width(_data[0]) * _out[0];
_hh = surface_get_height(_data[0]) * _out[1];
break;
}
if(_ww <= 0 || _hh <= 0) return;
_outSurf = surface_verify(_outSurf, _ww, _hh);
var _pos = _data[1];
var _sca = _data[3];
var _lpos = _data[6];
var _lrot = _data[2];
var _lsca = _data[7];
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var _proj = _data[8];
var _fov = _data[9];
var _uvSca = _data[10];
var _uvShf = _data[11];
inputs[| 9].setVisible(_proj);
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader = sh_vertex_pt;
shader_set(shader);
uniUVscale = shader_get_uniform(shader, "UVscale");
uniUVshift = shader_get_uniform(shader, "UVshift");
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shader_set_uniform_f_array_safe(uniUVscale, _uvSca);
shader_set_uniform_f_array_safe(uniUVshift, _uvShf);
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var cam_view, cam_proj;
if(_proj == CAMERA_PROJ.ortho) {
cam_view = matrix_build_lookat(0, 0, 128, 0, 0, 0, 0, 1, 0);
cam_proj = matrix_build_projection_ortho(_ww, _hh, 0.1, 256);
} else {
var dist = _ww / 2 * dtan(90 - _fov);
cam_view = matrix_build_lookat(0, 0, 1 + dist, 0, 0, 0, 0, 1, 0);
cam_proj = matrix_build_projection_perspective(_ww, _hh, dist, dist + 128);
}
var cam = camera_get_active();
camera_set_view_size(cam, _ww, _hh);
camera_set_view_mat(cam, cam_view);
camera_set_proj_mat(cam, cam_proj);
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camera_apply(cam);
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if(_proj == CAMERA_PROJ.ortho)
matrix_stack_push(matrix_build(_ww / 2 - _pos[0], _pos[1] - _hh / 2, 0, 0, 0, 0, _ww * _sca[0], -_hh * _sca[1], 1));
else
matrix_stack_push(matrix_build(_ww / 2 - _pos[0], _pos[1] - _hh / 2, 0, 0, 0, 0, _ww * _sca[0], -_hh * _sca[1], 1));
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matrix_stack_push(matrix_build(_lpos[0], _lpos[1], _lpos[2], 0, 0, 0, 1, 1, 1));
matrix_stack_push(matrix_build(0, 0, 0, _lrot[0], _lrot[1], _lrot[2], 1, 1, 1));
matrix_stack_push(matrix_build(0, 0, 0, 0, 0, 0, _lsca[0], _lsca[1], _lsca[2]));
matrix_set(matrix_world, matrix_stack_top());
vertex_submit(PRIMITIVES[? "plane"], pr_trianglelist, surface_get_texture(_data[0]));
shader_reset();
matrix_stack_clear();
matrix_set(matrix_world, MATRIX_IDENTITY);
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BLEND_NORMAL;
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surface_reset_target();
return _outSurf;
}
}