Pixel-Composer/scripts/__raymarching/__raymarching.gml

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function RM_Object() constructor {
id = UUID_generate();
shapeAmount = 0;
shape = [];
size = [];
radius = [];
thickness = [];
crop = [];
angle = [];
height = [];
radRange = [];
sizeUni = [];
elongate = [];
rounded = [];
corner = [];
size2D = [];
sides = [];
waveAmp = [];
waveInt = [];
waveShift = [];
twistAxis = [];
twistAmount = [];
position = [];
rotation = [];
objectScale = [];
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tileActive = [];
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tileAmount = [];
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tileSpace = [];
tilePos = [];
tileRot = [];
tileSca = [];
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diffuseColor = [];
reflective = [];
volumetric = [];
volumeDensity = [];
texture = [];
useTexture = [];
textureScale = [];
triplanar = [];
opmap = -1;
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oparg = -1;
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uniformKeys = [ "shape", "size", "radius", "thickness", "crop", "angle", "height", "radRange", "sizeUni", "elongate", "rounded", "corner", "size2D", "sides",
"waveAmp", "waveInt", "waveShift",
"twistAxis", "twistAmount",
"position", "rotation", "objectScale",
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"tileActive", "tileAmount", "tileSpace", "tilePos", "tileRot", "tileSca",
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"diffuseColor", "reflective",
"volumetric", "volumeDensity",
"texture", "useTexture", "textureScale", "triplanar"
];
textureAtl = noone;
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static flatten = function() {}
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static setTexture = function(textureAtlas) {
var tx = 1024;
surface_set_shader(textureAtlas);
for (var i = 0; i < shapeAmount; i++)
draw_surface_stretched_safe(texture[i], tx * (i % 8), tx * floor(i / 8), tx, tx);
surface_reset_shader();
textureAtl = textureAtlas;
}
static apply = function() {
// print(self);
shader_set_i("shapeAmount", shapeAmount);
if(shapeAmount <= 0) return;
shader_set_i("operations", opmap);
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shader_set_f("opArgument", oparg);
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shader_set_i("opLength", array_safe_length(opmap));
shader_set_i("shape", shape);
shader_set_f("size", size);
shader_set_f("radius", radius);
shader_set_f("thickness", thickness);
shader_set_f("crop", crop);
shader_set_f("angle", angle);
shader_set_f("height", height);
shader_set_f("radRange", radRange);
shader_set_f("sizeUni", sizeUni);
shader_set_f("elongate", elongate);
shader_set_f("rounded", rounded);
shader_set_f("corner", corner);
shader_set_f("size2D", size2D);
shader_set_i("sides", sides);
shader_set_f("waveAmp", waveAmp);
shader_set_f("waveInt", waveInt);
shader_set_f("waveShift", waveShift);
shader_set_i("twistAxis", twistAxis);
shader_set_f("twistAmount", twistAmount);
shader_set_f("position", position);
shader_set_f("rotation", rotation);
shader_set_f("objectScale", objectScale);
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shader_set_i("tileActive", tileActive);
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shader_set_f("tileAmount", tileAmount);
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shader_set_f("tileSize", tileSpace);
shader_set_f("tileShiftPos", tilePos);
shader_set_f("tileShiftRot", tileRot);
shader_set_f("tileShiftSca", tileSca);
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shader_set_f("diffuseColor", diffuseColor);
shader_set_f("reflective", reflective);
shader_set_i("volumetric", volumetric);
shader_set_f("volumeDensity", volumeDensity);
///////////////////////////////////////////////////////////////
shader_set_surface("texture1", textureAtl);
shader_set_i("useTexture", useTexture);
shader_set_f("textureScale", textureScale);
shader_set_f("triplanar", triplanar);
}
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static serialize = function() { return ""};
static deserialize = function() { };
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}
function RM_Operation(type, left, right) : RM_Object() constructor {
self.type = type;
self.left = left;
self.right = right;
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merge = 0;
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static reset = function() {
for (var i = 0, n = array_length(uniformKeys); i < n; i++)
self[$ uniformKeys[i]] = [];
}
static add = function(rmObject) {
for (var i = 0, n = array_length(uniformKeys); i < n; i++)
array_append(self[$ uniformKeys[i]], rmObject[$ uniformKeys[i]]);
}
static __flatten = function(node) {
if(is_instanceof(node, RM_Shape))
return node;
var _op = node.type;
var _l = node.left;
var _r = node.right;
var _arr = [ ];
array_append(_arr, __flatten(_l));
array_append(_arr, __flatten(_r));
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array_push(_arr, [ _op, node ]);
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return _arr;
}
static flatten = function() {
var _arr = __flatten(self);
var _nodes = [];
for (var i = 0, n = array_length(_arr); i < n; i++) {
var _a = _arr[i];
if(!is_struct(_a)) continue;
if(array_exists(_nodes, _a)) continue;
_a.flatten_index = array_length(_nodes);
array_push(_nodes, _a);
}
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opmap = [];
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oparg = [];
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for (var i = 0, n = array_length(_arr); i < n; i++) {
var _a = _arr[i];
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if(is_array(_a)) {
switch(_a[0]) {
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case "combine" : array_push(opmap, 100); break;
case "union" : array_push(opmap, 101); break;
case "subtract" : array_push(opmap, 102); break;
case "intersect" : array_push(opmap, 103); break;
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}
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array_push(oparg, _a[1].merge);
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} else if(is_struct(_a)) {
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array_push(opmap, _a.flatten_index);
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array_push(oparg, 0);
}
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}
shapeAmount = array_length(_nodes);
reset();
for (var i = 0, n = array_length(_nodes); i < n; i++)
add(_nodes[i]);
}
}
function RM_Shape() : RM_Object() constructor {
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}
function RM_Environment() constructor {
surface = noone;
bgEnv = noone;
projection = 0;
fov = 0;
orthoScale = 1;
viewRange = [ 0, 1 ];
depthInt = 0;
bgColor = c_black;
bgDraw = false;
ambInten = 0;
light = [ 1, 0.5, 0 ];
static apply = function() {
shader_set_surface($"texture0", surface);
shader_set_i("ortho", projection);
shader_set_f("fov", fov);
shader_set_f("orthoScale", orthoScale);
shader_set_f("viewRange", viewRange);
shader_set_f("depthInt", depthInt);
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shader_set_i("drawBg", bgDraw);
shader_set_color("background", bgColor);
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shader_set_f("ambientIntns", ambInten);
shader_set_f("lightPosition", light);
shader_set_i("useEnv", is_surface(bgEnv));
}
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}