Pixel-Composer/scripts/node_3d_camera/node_3d_camera.gml

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function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group) constructor {
name = "3D Camera";
object = new __3dCamera_object();
camera = new __3dCamera();
camera.useFocus = false;
scene = new __3dScene(camera);
scene.name = "Camera";
inputs[| input_d3d_index + 0] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 60)
.setDisplay(VALUE_DISPLAY.slider, [ 10, 90, 1 ]);
inputs[| input_d3d_index + 1] = nodeValue("Clipping Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 1, 32000 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| input_d3d_index + 2] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| input_d3d_index + 3] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
inputs[| input_d3d_index + 4] = nodeValue("Scene", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Scene, noone )
.setVisible(true, true);
inputs[| input_d3d_index + 5] = nodeValue("Ambient Light", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black );
inputs[| input_d3d_index + 6] = nodeValue("Show Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
inputs[| input_d3d_index + 7] = nodeValue("Backface Culling", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "None", "CW", "CCW" ]);
inputs[| input_d3d_index + 8] = nodeValue("Orthographic Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [ 0.01, 4, 0.01 ]);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ input_d3d_index + 4,
["Output", false], input_d3d_index + 2,
["Transform", false], 0, 1,
["Camera", false], input_d3d_index + 3, input_d3d_index + 0, input_d3d_index + 1, input_d3d_index + 8,
["Render", false], input_d3d_index + 5, input_d3d_index + 6, input_d3d_index + 7,
];
static step = function() {
var _proj = inputs[| input_d3d_index + 3].getValue();
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inputs[| input_d3d_index + 0].setVisible(_proj == 0);
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inputs[| input_d3d_index + 8].setVisible(_proj == 1);
}
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static processData = function(_output, _data, _output_index, _array_index = 0) { #region
var _pos = _data[0];
var _rot = _data[1];
var _fov = _data[input_d3d_index + 0];
var _clip = _data[input_d3d_index + 1];
var _dim = _data[input_d3d_index + 2];
var _proj = _data[input_d3d_index + 3];
var _scne = _data[input_d3d_index + 4];
var _ambt = _data[input_d3d_index + 5];
var _dbg = _data[input_d3d_index + 6];
var _back = _data[input_d3d_index + 7];
var _orts = _data[input_d3d_index + 8];
setTransform(object, _data);
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if(_scne == noone) return;
camera.position.set(_pos[0], _pos[1], _pos[2]);
camera.rotation.set(_rot[0], _rot[1], _rot[2], _rot[3]);
camera.projection = _proj;
camera.setViewFov(_fov, _clip[0], _clip[1]);
if(_proj == 0) camera.setViewSize(_dim[0], _dim[1]);
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else if(_proj == 1) camera.setViewSize(1 / _orts, _dim[0] / _dim[1] / _orts);
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scene.lightAmbient = _ambt;
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_output = surface_verify(_output, _dim[0], _dim[1]);
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camera.setMatrix();
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surface_set_target(_output);
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if(_dbg) draw_clear(_ambt);
else DRAW_CLEAR
gpu_set_zwriteenable(true);
gpu_set_ztestenable(true);
gpu_set_cullmode(_back);
var cam = camera_get_active();
camera.applyCamera(cam);
scene.reset();
_scne.submitShader(scene);
scene.apply();
_scne.submit(scene); //////////////// SUBMIT ////////////////
surface_reset_target();
gpu_set_cullmode(cull_noculling);
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return _output;
} #endregion
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
}
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static getPreviewObject = function() {
var _scene = array_safe_get(all_inputs, input_d3d_index + 4, []);
_scene = array_safe_get(_scene, preview_index);
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return [ object, _scene ];
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}
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static getPreviewObjectOutline = function() { return [ object ]; }
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}