Pixel-Composer/scripts/node_rm_render/node_rm_render.gml

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function Node_RM_Render(_x, _y, _group = noone) : Node_RM(_x, _y, _group) constructor {
name = "RM Render";
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inputs[0] = nodeValue_Dimension(self);
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[1] = nodeValue_Enum_Button("Projection", self, 0, [ "Perspective", "Orthographic" ]);
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inputs[2] = nodeValue_Float("FOV", self, 30)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
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inputs[3] = nodeValue_Float("Ortho Scale", self, 5.)
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inputs[4] = nodeValue_Vec2("View Range", self, [ 3, 6 ]);
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inputs[5] = nodeValue_Float("Depth", self, 0)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[6] = nodeValue_Bool("Draw BG", self, false);
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inputs[7] = nodeValue_Color("Background", self, c_black);
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inputs[8] = nodeValue_Float("Ambient Level", self, 0.2)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[9] = nodeValue_Vec3("Light Position", self, [ -.4, -.5, 1 ]);
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inputs[10] = nodeValue_Surface("Environment", self);
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inputs[11] = nodeValue_Vec3("Camera Rotation", self, [ 30, 45, 0 ]);
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inputs[12] = nodeValue_Float("Camera Scale", self, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[13] = nodeValue_SDF("SDF Object", self, {})
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.setVisible(true, true);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[14] = nodeValue_Bool("Env Interpolation", self, false);
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outputs[0] = nodeValue_Output("Surface Out", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 0, 13,
["Camera", false], 11, 12, 1, 2, 3, 4, 5,
["Render", false], 6, 7, 8, 10, 14, 9,
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]
temp_surface = [ 0, 0 ];
environ = new RM_Environment();
object = noone;
static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) {}
static step = function() {
var _pro = getSingleValue( 1);
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inputs[3].setVisible(_pro == 1);
}
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static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
var _dim = _data[0];
var _pro = _data[1];
var _fov = _data[2];
var _ort = _data[3];
var _vrn = _data[4];
var _dep = _data[5];
var _bgd = _data[6];
var _enc = _data[7];
var _amb = _data[8];
var _lig = _data[9];
var _env = _data[10];
var _crt = _data[11];
var _csa = _data[12];
var _shp = _data[13];
var _eint = _data[14];
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if(!is_instanceof(_shp, RM_Object)) return _outSurf;
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
for (var i = 0, n = array_length(temp_surface); i < n; i++)
temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192);
var tx = 1024;
surface_set_shader(temp_surface[0]);
gpu_set_tex_filter(_eint);
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draw_surface_stretched_safe(_env, tx * 0, tx * 0, tx, tx);
gpu_set_tex_filter(false);
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surface_reset_shader();
object = _shp;
object.flatten();
object.setTexture(temp_surface[1]);
environ.surface = temp_surface[0];
environ.bgEnv = _env;
environ.envFilter = _eint;
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environ.projection = _pro;
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environ.fov = _fov;
environ.orthoScale = _ort;
environ.viewRange = _vrn;
environ.depthInt = _dep;
environ.bgColor = _enc;
environ.bgDraw = _bgd;
environ.ambInten = _amb;
environ.light = _lig;
gpu_set_texfilter(true);
surface_set_shader(_outSurf, sh_rm_primitive);
shader_set_f("camRotation", _crt);
shader_set_f("camScale", _csa);
shader_set_f("camRatio", _dim[0] / _dim[1]);
environ.apply();
object.apply();
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
gpu_set_texfilter(false);
return _outSurf;
}
}