Pixel-Composer/scripts/d3d_terrain/d3d_terrain.gml

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function __3dTerrain() : __3dObject() constructor {
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VB = [ noone ];
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VF = global.VF_POS_NORM_TEX_COL;
render_type = pr_trianglelist;
self.subdivision = 4;
heights = array_create((subdivision + 1) * (subdivision + 1));
static initModel = function() {
var _hs = 1 / 2;
var _vt = array_create(3 * 2 * subdivision * subdivision);
var _in = 0;
var amo_ch = (subdivision + 1) * (subdivision + 1);
var hs = array_length(heights) == amo_ch;
for( var i = 0; i < subdivision; i++ )
for( var j = 0; j < subdivision; j++ ) {
var u0 = (i + 0) / subdivision;
var u1 = (i + 1) / subdivision;
var v0 = (j + 0) / subdivision;
var v1 = (j + 1) / subdivision;
var x0 = -0.5 + u0;
var x1 = -0.5 + u1;
var y0 = -0.5 + v0;
var y1 = -0.5 + v1;
var _i0 = j * (subdivision + 1) + i;
var _i1 = j * (subdivision + 1) + i + 1;
var _i2 = (j + 1) * (subdivision + 1) + i;
var _i3 = (j + 1) * (subdivision + 1) + i + 1;
var _h0 = hs? heights[_i0] : 0;
var _h1 = hs? heights[_i1] : 0;
var _h2 = hs? heights[_i2] : 0;
var _h3 = hs? heights[_i3] : 0;
var _n = new __vec3(x1 - x0, y0 - y0, _h1 - _h0)
.cross(new __vec3(x0 - x0, y1 - y0, _h2 - _h0))
.normalize();
_vt[_in + 0] = new __vertex(x0, y0, _h0).setNormal(_n.x, _n.y, _n.z).setUV(u0, v0);
_vt[_in + 1] = new __vertex(x1, y1, _h3).setNormal(_n.x, _n.y, _n.z).setUV(u1, v1);
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_vt[_in + 2] = new __vertex(x1, y0, _h1).setNormal(_n.x, _n.y, _n.z).setUV(u1, v0);
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_vt[_in + 3] = new __vertex(x0, y0, _h0).setNormal(_n.x, _n.y, _n.z).setUV(u0, v0);
_vt[_in + 4] = new __vertex(x0, y1, _h2).setNormal(_n.x, _n.y, _n.z).setUV(u0, v1);
_vt[_in + 5] = new __vertex(x1, y1, _h3).setNormal(_n.x, _n.y, _n.z).setUV(u1, v1);
_in += 6;
}
vertex = [ _vt ];
VB = build();
} initModel();
static updateHeight = function(_h) {
heights = _h;
var _in = 0;
var _vt = vertex[0];
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if(VB[0]) vertex_delete_buffer(VB[0]);
VB[0] = vertex_create_buffer();
vertex_begin(VB[0], VF);
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for( var i = 0; i < subdivision; i++ )
for( var j = 0; j < subdivision; j++ ) {
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var u0 = (i + 0) / subdivision;
var u1 = (i + 1) / subdivision;
var v0 = (j + 0) / subdivision;
var v1 = (j + 1) / subdivision;
var x0 = -0.5 + u0;
var x1 = -0.5 + u1;
var y0 = -0.5 + v0;
var y1 = -0.5 + v1;
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var _i0 = j * (subdivision + 1) + i;
var _i1 = j * (subdivision + 1) + i + 1;
var _i2 = (j + 1) * (subdivision + 1) + i;
var _i3 = (j + 1) * (subdivision + 1) + i + 1;
var _h0 = heights[_i0];
var _h1 = heights[_i1];
var _h2 = heights[_i2];
var _h3 = heights[_i3];
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var _n = new __vec3(x1 - x0, y0 - y0, _h1 - _h0)
.cross(new __vec3(x0 - x0, y1 - y0, _h2 - _h0))
.normalize();
_vt[_in + 0].z = _h0; _vt[_in + 0].nx = _n.x; _vt[_in + 0].ny = _n.y; _vt[_in + 0].nz = _n.z;
_vt[_in + 1].z = _h3; _vt[_in + 1].nx = _n.x; _vt[_in + 1].ny = _n.y; _vt[_in + 1].nz = _n.z;
_vt[_in + 2].z = _h1; _vt[_in + 2].nx = _n.x; _vt[_in + 2].ny = _n.y; _vt[_in + 2].nz = _n.z;
_vt[_in + 3].z = _h0; _vt[_in + 3].nx = _n.x; _vt[_in + 3].ny = _n.y; _vt[_in + 3].nz = _n.z;
_vt[_in + 4].z = _h2; _vt[_in + 4].nx = _n.x; _vt[_in + 4].ny = _n.y; _vt[_in + 4].nz = _n.z;
_vt[_in + 5].z = _h3; _vt[_in + 5].nx = _n.x; _vt[_in + 5].ny = _n.y; _vt[_in + 5].nz = _n.z;
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vertex_add_vntc(VB[0], _vt[_in + 0]);
vertex_add_vntc(VB[0], _vt[_in + 1]);
vertex_add_vntc(VB[0], _vt[_in + 2]);
vertex_add_vntc(VB[0], _vt[_in + 3]);
vertex_add_vntc(VB[0], _vt[_in + 4]);
vertex_add_vntc(VB[0], _vt[_in + 5]);
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_in += 6;
}
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vertex_end(VB[0]);
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}
onParameterUpdate = initModel;
}