Pixel-Composer/scripts/_3D/_3D.gml

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enum CAMERA_PROJ {
ortho,
perspective
}
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#region setup
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globalvar PRIMITIVES, FORMAT_PT, FORMAT_PNT;
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PRIMITIVES = ds_map_create();
vertex_format_begin();
vertex_format_add_position_3d();
vertex_format_add_texcoord();
FORMAT_PT = vertex_format_end();
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vertex_format_begin();
vertex_format_add_position_3d();
vertex_format_add_normal();
vertex_format_add_texcoord();
FORMAT_PNT = vertex_format_end();
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#endregion
#region plane
var _0 = -.5;
var _1 = .5;
var VB = vertex_create_buffer();
vertex_begin(VB, FORMAT_PT);
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vertex_add_pt(VB, [_1, _0, 0], [ 1, 0]);
vertex_add_pt(VB, [_0, _0, 0], [ 0, 0]);
vertex_add_pt(VB, [_1, _1, 0], [ 1, 1]);
vertex_add_pt(VB, [_1, _1, 0], [ 1, 1]);
vertex_add_pt(VB, [_0, _0, 0], [ 0, 0]);
vertex_add_pt(VB, [_0, _1, 0], [ 0, 1]);
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vertex_end(VB);
vertex_freeze(VB);
PRIMITIVES[? "plane"] = VB;
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var VB = vertex_create_buffer();
vertex_begin(VB, FORMAT_PNT);
vertex_add_pnt(VB, [_1, _0, 0], [0, 0, 1], [1, 0]);
vertex_add_pnt(VB, [_0, _0, 0], [0, 0, 1], [0, 0]);
vertex_add_pnt(VB, [_1, _1, 0], [0, 0, 1], [1, 1]);
vertex_add_pnt(VB, [_1, _1, 0], [0, 0, 1], [1, 1]);
vertex_add_pnt(VB, [_0, _0, 0], [0, 0, 1], [0, 0]);
vertex_add_pnt(VB, [_0, _1, 0], [0, 0, 1], [0, 1]);
vertex_end(VB);
vertex_freeze(VB);
PRIMITIVES[? "plane_normal"] = VB;
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#endregion
#region cube
var VB = vertex_create_buffer();
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vertex_begin(VB, FORMAT_PNT);
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vertex_add_pnt(VB, [_1, _0, _0], [0, 0, -1], [1, 0]);
vertex_add_pnt(VB, [_0, _0, _0], [0, 0, -1], [0, 0]);
vertex_add_pnt(VB, [_1, _1, _0], [0, 0, -1], [1, 1]);
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vertex_add_pnt(VB, [_1, _1, _0], [0, 0, -1], [1, 1]);
vertex_add_pnt(VB, [_0, _0, _0], [0, 0, -1], [0, 0]);
vertex_add_pnt(VB, [_0, _1, _0], [0, 0, -1], [0, 1]);
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vertex_add_pnt(VB, [_1, _0, _1], [0, 0, 1], [0, 0]);
vertex_add_pnt(VB, [_0, _0, _1], [0, 0, 1], [1, 0]);
vertex_add_pnt(VB, [_1, _1, _1], [0, 0, 1], [0, 1]);
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vertex_add_pnt(VB, [_1, _1, _1], [0, 0, 1], [0, 1]);
vertex_add_pnt(VB, [_0, _0, _1], [0, 0, 1], [1, 0]);
vertex_add_pnt(VB, [_0, _1, _1], [0, 0, 1], [1, 1]);
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vertex_add_pnt(VB, [_1, _0, _0], [0, 1, 0], [1, 0]);
vertex_add_pnt(VB, [_0, _0, _0], [0, 1, 0], [0, 0]);
vertex_add_pnt(VB, [_1, _0, _1], [0, 1, 0], [1, 1]);
vertex_add_pnt(VB, [_1, _0, _1], [0, 1, 0], [1, 1]);
vertex_add_pnt(VB, [_0, _0, _0], [0, 1, 0], [0, 0]);
vertex_add_pnt(VB, [_0, _0, _1], [0, 1, 0], [0, 1]);
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vertex_add_pnt(VB, [_1, _1, _0], [0, -1, 0], [1, 0]);
vertex_add_pnt(VB, [_0, _1, _0], [0, -1, 0], [0, 0]);
vertex_add_pnt(VB, [_1, _1, _1], [0, -1, 0], [1, 1]);
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vertex_add_pnt(VB, [_1, _1, _1], [0, -1, 0], [1, 1]);
vertex_add_pnt(VB, [_0, _1, _0], [0, -1, 0], [0, 0]);
vertex_add_pnt(VB, [_0, _1, _1], [0, -1, 0], [0, 1]);
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vertex_add_pnt(VB, [_0, _1, _0], [1, 0, 0], [1, 1]);
vertex_add_pnt(VB, [_0, _0, _0], [1, 0, 0], [1, 0]);
vertex_add_pnt(VB, [_0, _1, _1], [1, 0, 0], [0, 1]);
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vertex_add_pnt(VB, [_0, _1, _1], [1, 0, 0], [0, 1]);
vertex_add_pnt(VB, [_0, _0, _0], [1, 0, 0], [1, 0]);
vertex_add_pnt(VB, [_0, _0, _1], [1, 0, 0], [0, 0]);
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vertex_add_pnt(VB, [_1, _1, _0], [-1, 0, 0], [0, 1]);
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vertex_add_pnt(VB, [_1, _0, _0], [-1, 0, 0], [0, 0]);
vertex_add_pnt(VB, [_1, _1, _1], [-1, 0, 0], [1, 1]);
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vertex_add_pnt(VB, [_1, _1, _1], [-1, 0, 0], [1, 1]);
vertex_add_pnt(VB, [_1, _0, _0], [-1, 0, 0], [0, 0]);
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vertex_add_pnt(VB, [_1, _0, _1], [-1, 0, 0], [1, 0]);
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vertex_end(VB);
vertex_freeze(VB);
PRIMITIVES[? "cube"] = VB;
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#endregion
#region helper
function _3d_node_init(iDim, iPos, iRot, iSca) {
VB = [];
use_normal = true;
TM = matrix_build(0, 0, 0, 0, 0, 0, 1, 1, 1);
cam = camera_create();
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cam_view = matrix_build_lookat(0, 0, 1, 0, 0, 0, 0, 1, 0);
cam_proj = matrix_build_projection_ortho(1, 1, 1, 100);
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camera_set_view_mat(cam, cam_view);
camera_set_proj_mat(cam, cam_proj);
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drag_index = -1;
drag_sv = 0;
drag_mx = 0;
drag_my = 0;
input_dim = iDim;
input_pos = iPos;
input_rot = iRot;
input_sca = iSca;
}
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function _3d_gizmo(active, _x, _y, _s, _mx, _my, _snx, _sny, invx = false, invy = true) {
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if(inputs[| input_pos].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false;
var _dim = inputs[| input_dim].getValue();
var _pos = inputs[| input_pos].getValue();
var _rot = inputs[| input_rot].getValue();
var cx = _x + _pos[0] * _s;
var cy = _y + _pos[1] * _s;
draw_set_color(COLORS.axis[0]);
draw_line(cx - 64, cy, cx + 64, cy);
draw_set_color(COLORS.axis[1]);
draw_line(cx, cy - 64, cx, cy + 64);
draw_set_color(COLORS.axis[2]);
draw_circle(cx, cy, 64, true);
if(drag_index == 0) {
var dx = (_mx - drag_mx) / _s * -6;
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_rot[1] = drag_sv - dx * (invx? -1 : 1);
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if(inputs[| input_rot].setValue(_rot))
UNDO_HOLDING = true;
if(mouse_release(mb_left)) {
drag_index = -1;
UNDO_HOLDING = false;
}
} else if(drag_index == 1) {
var dy = (_my - drag_my) / _s * 6;
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_rot[0] = drag_sv - dy * (invy? -1 : 1);
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if(inputs[| input_rot].setValue(_rot))
UNDO_HOLDING = true;
if(mouse_release(mb_left)) {
drag_index = -1;
UNDO_HOLDING = false;
}
} else if(drag_index == 2) {
var dz = point_direction(cx, cy, _mx, _my) - point_direction(cx, cy, drag_mx, drag_my);
_rot[2] = drag_sv + dz;
if(inputs[| input_rot].setValue(_rot))
UNDO_HOLDING = true;
if(mouse_release(mb_left)) {
drag_index = -1;
UNDO_HOLDING = false;
}
} else {
if(active && distance_to_line(_mx, _my, cx - 64, cy, cx + 64, cy) < 16) {
draw_set_color(COLORS.axis[0]);
draw_line_width(cx - 64, cy, cx + 64, cy, 3);
if(mouse_press(mb_left, active)) {
drag_index = 0;
drag_sv = _rot[1];
drag_mx = _mx;
drag_my = _my;
}
} else if(active && distance_to_line(_mx, _my, cx, cy - 64, cx, cy + 64) < 16) {
draw_set_color(COLORS.axis[1]);
draw_line_width(cx, cy - 64, cx, cy + 64, 3);
if(mouse_press(mb_left, active)) {
drag_index = 1;
drag_sv = _rot[0];
drag_mx = _mx;
drag_my = _my;
}
} else if(active && abs(point_distance(_mx, _my, cx, cy) - 64) < 8) {
draw_set_color(COLORS.axis[2]);
draw_circle_border(cx, cy, 64, 3);
if(mouse_press(mb_left, active)) {
drag_index = 2;
drag_sv = _rot[2];
drag_mx = _mx;
drag_my = _my;
}
}
}
inputs[| input_pos].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
function _3d_local_transform(_lpos, _lrot, _lsca) {
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());
}
function _3d_clear_local_transform() {
matrix_stack_pop();
matrix_stack_pop();
matrix_stack_pop();
}
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function _3d_pre_setup(_outSurf, _dim, _pos, _sca, _ldir, _lhgt, _lint, _lclr, _aclr, _lpos, _lrot, _lsca, _proj = CAMERA_PROJ.perspective, _fov = 60, _pass = "diff", _applyLocal = true) {
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
var lightFor = [ -cos(degtorad(_ldir)), -_lhgt, -sin(degtorad(_ldir)) ];
gpu_set_ztestenable(true);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
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var shader = sh_vertex_pnt_light;
if(_pass == "diff") shader = sh_vertex_pnt_light;
else if(_pass == "norm") shader = sh_vertex_normal_pass;
else if(_pass == "dept") shader = sh_vertex_depth_pass;
uniVertex_lightFor = shader_get_uniform(shader, "u_LightForward");
uniLightAmb = shader_get_uniform(shader, "u_AmbientLight");
uniLightClr = shader_get_uniform(shader, "u_LightColor");
uniLightInt = shader_get_uniform(shader, "u_LightIntensity");
uniLightNrm = shader_get_uniform(shader, "useNormal");
shader_set(shader);
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shader_set_uniform_f_array(uniVertex_lightFor, lightFor);
shader_set_uniform_f_array(uniLightAmb, colorArrayFromReal(_aclr));
shader_set_uniform_f_array(uniLightClr, colorArrayFromReal(_lclr));
shader_set_uniform_f(uniLightInt, _lint);
shader_set_uniform_i(uniLightNrm, use_normal);
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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(_dim[0], _dim[1], 0.1, 256);
} else {
var _adjFov = power(_fov / 90, 1 / 4) * 90;
var dist = _dim[0] / 2 * dtan(90 - _adjFov);
cam_view = matrix_build_lookat(0, 0, 1 + dist, 0, 0, 0, 0, 1, 0);
cam_proj = matrix_build_projection_perspective(_dim[0], _dim[1], dist, dist + 256);
}
var cam = camera_get_active();
camera_set_view_size(cam, _dim[0], _dim[1]);
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(_dim[0] / 2 - _pos[0], _pos[1] - _dim[1] / 2, 0, 0, 0, 0, _dim[0] * _sca[0], _dim[1] * _sca[1], 1));
else
matrix_stack_push(matrix_build(_dim[0] / 2 - _pos[0], _pos[1] - _dim[1] / 2, 0, 0, 0, 0, _dim[0] * _sca[0], _dim[1] * _sca[1], 1));
//matrix_stack_push(matrix_build(0, 0, 0, 0, 0, 0, 1, 1, 1));
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if(_applyLocal) _3d_local_transform(_lpos, _lrot, _lsca);
matrix_set(matrix_world, matrix_stack_top());
}
function _3d_post_setup() {
shader_reset();
matrix_stack_clear();
matrix_set(matrix_world, MATRIX_IDENTITY);
gpu_set_ztestenable(false);
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var cam = camera_get_active();
camera_set_view_mat(cam, matrix_build_lookat(0, 0, 1, 0, 0, 0, 0, 1, 0));
camera_set_proj_mat(cam, matrix_build_projection_ortho(1, 1, 0.1, 256));
camera_apply(cam);
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surface_reset_target();
}
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#endregion