mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
- [Surface Extrude] Add back side properties.
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@ -238,6 +238,8 @@ function RM_Environment() constructor {
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shader_set_surface($"texture0", surface);
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shader_set_i("MAX_MARCHING_STEPS", 512);
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shader_set_i("ortho", projection);
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shader_set_f("fov", fov);
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shader_set_f("orthoScale", orthoScale);
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@ -108,4 +108,6 @@ function buffer_compress_string(str) { #region
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return buffer_compress(buffer, 0, buffer_get_size(buffer));
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} #endregion
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function buffer_to_start(buff) { INLINE buffer_seek(buff, buffer_seek_start, 0); }
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function buffer_to_start(buff) { INLINE buffer_seek(buff, buffer_seek_start, 0); }
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function buffer_delete_safe(buff) { INLINE if(buffer_exists(buff)) buffer_delete(buff); }
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@ -6,11 +6,9 @@ function __3dSurfaceExtrude(surface = noone, height = noone, smooth = false) : _
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self.height = height;
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self.smooth = smooth;
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surface_w = 1;
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surface_h = 1;
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height_w = 1;
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height_h = 1;
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back = false;
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bsurface = noone;
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bheight = noone;
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normal_draw_size = 0.05;
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vertex_array = [];
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@ -18,118 +16,167 @@ function __3dSurfaceExtrude(surface = noone, height = noone, smooth = false) : _
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static initModel = function() {
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if(!is_surface(surface)) return;
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var _surface = surface;
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var _height = height;
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var _surface = surface;
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var _height = height;
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var _bsurface = noone;
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var _bheight = noone;
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var ww = surface_get_width_safe(_surface);
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var hh = surface_get_height_safe(_surface);
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var ww = surface_get_width_safe(_surface);
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var hh = surface_get_height_safe(_surface);
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var hg_ww = surface_get_width_safe(_height);
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var hg_hh = surface_get_height_safe(_height);
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surface_w = ww;
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surface_h = hh;
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var useH = is_surface(_height);
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var h_buff = 0;
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var c_buff = 0;
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var hb_buff = 0;
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var cb_buff = 0;
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var ap = ww / hh;
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var tw = ap / ww;
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var th = 1 / hh;
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var sw = -ap / 2;
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var sh = 0.5;
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var fw = 1 / ww;
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var fh = 1 / hh;
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var useH = is_surface(_height);
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var hei = 0;
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/////////////////////////////////////////////////////////////// Buffer
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#region ---- buffer prepare ----
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if(smooth) {
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var ts = surface_create(ww, hh);
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surface_set_shader(ts, sh_3d_extrude_filler);
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shader_set_f("dimension", ww, hh);
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draw_surface(_surface, 0, 0);
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surface_reset_shader();
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_surface = ts;
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if(useH) {
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var hgtW = hg_ww / ww;
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var hgtH = hg_hh / hh;
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if(useH) {
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var ds = surface_create(ww, hh);
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surface_set_shader(ds, sh_3d_extrude_filler_depth);
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shader_set_f("dimension", ww, hh);
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draw_surface(_height, 0, 0);
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surface_reset_shader();
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_height = ds;
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}
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var height_buffer = buffer_create(hg_ww * hg_hh * 4, buffer_fixed, 2);
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buffer_get_surface(height_buffer, _height, 0);
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buffer_seek(height_buffer, buffer_seek_start, 0);
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h_buff = buffer_create(hg_hh * hg_ww * 2, buffer_fixed, 2);
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buffer_to_start(h_buff);
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repeat(hg_hh * hg_ww) {
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var cc = buffer_read(height_buffer, buffer_u32);
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var _b = round(colorBrightness(cc & ~0b11111111) * 65536);
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buffer_write(h_buff, buffer_u16, _b);
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}
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if(useH) {
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height_w = surface_get_width_safe(_height);
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height_h = surface_get_height_safe(_height);
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buffer_delete(height_buffer);
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}
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var surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2);
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buffer_get_surface(surface_buffer, _surface, 0);
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buffer_seek(surface_buffer, buffer_seek_start, 0);
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c_buff = buffer_create(hh * ww, buffer_fast, 1);
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buffer_to_start(c_buff);
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repeat(hh * ww) {
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var cc = buffer_read(surface_buffer, buffer_u32);
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var _a = (cc & (0xFF << 24)) >> 24;
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buffer_write(c_buff, buffer_u8, _a);
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}
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buffer_delete(surface_buffer);
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if(back) {
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_bsurface = surface_create(ww, hh);
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_bheight = surface_create(hg_ww, hg_hh);
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BLEND_OVERRIDE
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surface_set_target(_bsurface);
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DRAW_CLEAR
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draw_surface_stretched(is_surface(bsurface)? bsurface : surface, 0, 0, ww, hh);
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surface_reset_target();
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var hgtW = height_w / ww;
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var hgtH = height_h / hh;
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var height_buffer = buffer_create(height_w * height_h * 4, buffer_fixed, 2);
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buffer_get_surface(height_buffer, _height, 0);
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buffer_seek(height_buffer, buffer_seek_start, 0);
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surface_set_target(_bheight);
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DRAW_CLEAR
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draw_surface_stretched(is_surface(bheight)? bheight : _height, 0, 0, hg_ww, hg_hh);
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surface_reset_target();
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BLEND_NORMAL
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var hei = buffer_create(height_h * height_w * 2, buffer_fixed, 2);
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buffer_to_start(hei);
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/////////////////////////////////////////////////////////////////////////////////////////////////
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repeat(height_h * height_w) {
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var cc = buffer_read(height_buffer, buffer_u32);
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var _b = round(colorBrightness(cc & ~0b11111111) * 65536);
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buffer_write(hei, buffer_u16, _b);
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}
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var height_buffer = buffer_create(hg_ww * hg_hh * 4, buffer_fixed, 2);
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buffer_get_surface(height_buffer, _bheight, 0);
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buffer_seek(height_buffer, buffer_seek_start, 0);
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hb_buff = buffer_create(hg_hh * hg_ww * 2, buffer_fixed, 2);
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buffer_to_start(hb_buff);
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buffer_delete(height_buffer);
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repeat(hg_hh * hg_ww) {
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var cc = buffer_read(height_buffer, buffer_u32);
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var _b = round(colorBrightness(cc & ~0b11111111) * 65536);
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buffer_write(hb_buff, buffer_u16, _b);
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}
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var surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2);
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buffer_get_surface(surface_buffer, _surface, 0);
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buffer_seek(surface_buffer, buffer_seek_start, 0);
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buffer_delete(height_buffer);
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var ap = buffer_create(hh * ww, buffer_fast, 1);
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buffer_to_start(ap);
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/////////////////////////////////////////////////////////////////////////////////////////////////
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// var surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2);
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// buffer_get_surface(surface_buffer, _bsurface, 0);
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// buffer_seek(surface_buffer, buffer_seek_start, 0);
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repeat(hh * ww) {
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var cc = buffer_read(surface_buffer, buffer_u32);
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var _a = (cc & (0b11111111 << 24)) >> 24;
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buffer_write(ap, buffer_u8, _a);
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}
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// cb_buff = buffer_create(hh * ww, buffer_fast, 1);
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// buffer_to_start(cb_buff);
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buffer_delete(surface_buffer);
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// repeat(hh * ww) {
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// var cc = buffer_read(surface_buffer, buffer_u32);
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// var _a = (cc & (0xFF << 24)) >> 24;
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// buffer_write(cb_buff, buffer_u8, _a);
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// }
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if(smooth) {
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surface_free(_surface);
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if(useH) surface_free(_height);
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}
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#endregion
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// buffer_delete(surface_buffer);
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surface_free(_bsurface);
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surface_free(_bheight);
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}
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///////////////////////////////////////////////////////////////
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var asp = ww / hh;
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var tw = asp / ww;
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var th = 1 / hh;
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var sw = -asp / 2;
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var sh = 0.5;
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var fw = 1 / ww;
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var fh = 1 / hh;
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var _len = array_length(vertex_array);
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for(var i = _len; i < ww * hh * 36; i++)
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var _amo = back? ww * hh * 60 : ww * hh * 36;
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for(var i = _len; i < _amo; i++)
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vertex_array[i] = new __vertex();
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var v = array_create(ww * hh * 36);
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var v = array_create(_amo);
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var ind = 0;
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var i = 0, j = 0, n = 0;
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repeat(hh * ww) {
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if(!smooth && buffer_read_at(ap, (j) * ww + (i), buffer_u8) == 0) continue;
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i = floor(n / ww);
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j = n % ww;
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n++;
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if(buffer_read_at(c_buff, j * ww + i, buffer_u8) == 0) continue;
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var i0 = sw + i * tw;
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var j0 = sh - j * th;
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var i1 = i0 + tw;
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var j1 = j0 - th;
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var tx0 = fw * i, tx1 = tx0 + fw;
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var ty0 = fh * j, ty1 = ty0 + fh;
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var tx0 = i * fw * 0.5;
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var tx1 = tx0 + fw * 0.5;
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var dep = useH? buffer_read_at(hei, (round(i * hgtW) + round(j * hgtH) * height_w) * 2, buffer_u16) / 65536 * 0.5
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var tb0 = tx0 + 0.5;
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var tb1 = tb0 + fw * 0.5;
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var ty0 = j * fh;
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var ty1 = ty0 + fh;
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var dep = useH? buffer_read_at(h_buff, (round(i * hgtW) + round(j * hgtH) * hg_ww) * 2, buffer_u16) / 65536 * 0.5
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: 0.5;
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var depb = back? buffer_read_at(hb_buff, (round(i * hgtW) + round(j * hgtH) * hg_ww) * 2, buffer_u16) / 65536 * 0.5
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: dep;
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depb = -depb;
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v[ind] = vertex_array[ind].set(i1, j0, -dep, 0, 0, -1, tx1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, -dep, 0, 0, -1, tx0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, -dep, 0, 0, -1, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, depb, 0, 0, -1, tb1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, depb, 0, 0, -1, tb0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, depb, 0, 0, -1, tb1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, -dep, 0, 0, -1, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, -dep, 0, 0, -1, tx0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, -dep, 0, 0, -1, tx0, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, depb, 0, 0, -1, tb1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, depb, 0, 0, -1, tb0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, depb, 0, 0, -1, tb0, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, dep, 0, 0, 1, tx1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, dep, 0, 0, 1, tx1, ty1); ind++;
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@ -138,64 +185,164 @@ function __3dSurfaceExtrude(surface = noone, height = noone, smooth = false) : _
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v[ind] = vertex_array[ind].set(i1, j1, dep, 0, 0, 1, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, dep, 0, 0, 1, tx0, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, dep, 0, 0, 1, tx0, ty0); ind++;
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if((useH && dep * 2 > buffer_read_at(hei, (round(i * hgtW) + max(0, round((j - 1) * hgtH)) * height_w) * 2, buffer_u16) / 65536)
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|| (j == 0 || buffer_read_at(ap, (j - 1) * ww + (i), buffer_u8) == 0)) { //y side
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v[ind] = vertex_array[ind].set(i0, j0, dep, 0, 1, 0, tx1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, -dep, 0, 1, 0, tx0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, dep, 0, 1, 0, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, -dep, 0, 1, 0, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, -dep, 0, 1, 0, tx0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, dep, 0, 1, 0, tx0, ty1); ind++;
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}
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if(back) {
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if((useH && dep * 2 > buffer_read_at(hei, (round(i * hgtW) + min(round((j + 1) * hgtH), height_h - 1) * height_w) * 2, buffer_u16) / 65536)
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|| (j == hh - 1 || buffer_read_at(ap, (j + 1) * ww + (i), buffer_u8) == 0)) { //y side
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if((useH && dep * 2 > buffer_read_at(h_buff, (round(i * hgtW) + max(0, round((j - 1) * hgtH)) * hg_ww) * 2, buffer_u16) / 65536)
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|| (j == 0 || buffer_read_at(c_buff, (j - 1) * ww + (i), buffer_u8) == 0)) { //y side
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v[ind] = vertex_array[ind].set(i0, j0, dep, 0, 1, 0, tx1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, 0, 0, 1, 0, tx0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, dep, 0, 1, 0, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, 0, 0, 1, 0, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, 0, 0, 1, 0, tx0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, dep, 0, 1, 0, tx0, ty1); ind++;
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}
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v[ind] = vertex_array[ind].set(i0, j1, dep, 0, -1, 0, tx1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, dep, 0, -1, 0, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, -dep, 0, -1, 0, tx0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, -dep, 0, -1, 0, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, dep, 0, -1, 0, tx0, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, -dep, 0, -1, 0, tx0, ty0); ind++;
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if((useH && abs(depb) * 2 > buffer_read_at(hb_buff, (round(i * hgtW) + max(0, round((j - 1) * hgtH)) * hg_ww) * 2, buffer_u16) / 65536)
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|| (j == 0 || buffer_read_at(c_buff, (j - 1) * ww + (i), buffer_u8) == 0)) { //y side
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v[ind] = vertex_array[ind].set(i0, j0, 0, 0, 1, 0, tb1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, depb, 0, 1, 0, tb0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, 0, 0, 1, 0, tb1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j0, depb, 0, 1, 0, tb1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, depb, 0, 1, 0, tb0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j0, 0, 0, 1, 0, tb0, ty1); ind++;
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}
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if((useH && dep * 2 > buffer_read_at(h_buff, (round(i * hgtW) + min(round((j + 1) * hgtH), hg_hh - 1) * hg_ww) * 2, buffer_u16) / 65536)
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|| (j == hh - 1 || buffer_read_at(c_buff, (j + 1) * ww + (i), buffer_u8) == 0)) { //y side
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v[ind] = vertex_array[ind].set(i0, j1, dep, 0, -1, 0, tx1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, dep, 0, -1, 0, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, 0, 0, -1, 0, tx0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, 0, 0, -1, 0, tx1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, dep, 0, -1, 0, tx0, ty1); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, 0, 0, -1, 0, tx0, ty0); ind++;
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}
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if((useH && abs(depb) * 2 > buffer_read_at(hb_buff, (round(i * hgtW) + min(round((j + 1) * hgtH), hg_hh - 1) * hg_ww) * 2, buffer_u16) / 65536)
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|| (j == hh - 1 || buffer_read_at(c_buff, (j + 1) * ww + (i), buffer_u8) == 0)) { //y side
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v[ind] = vertex_array[ind].set(i0, j1, 0, 0, -1, 0, tb1, ty0); ind++;
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v[ind] = vertex_array[ind].set(i1, j1, 0, 0, -1, 0, tb1, ty1); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, depb, 0, -1, 0, tb0, ty0); ind++;
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v[ind] = vertex_array[ind].set(i0, j1, depb, 0, -1, 0, tb1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, 0, 0, -1, 0, tb0, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, depb, 0, -1, 0, tb0, ty0); ind++;
|
||||
}
|
||||
|
||||
if((useH && dep * 2 > buffer_read_at(h_buff, (max(0, round((i - 1) * hgtW)) + round(j * hgtH) * hg_ww) * 2, buffer_u16) / 65536)
|
||||
|| (i == 0 || buffer_read_at(c_buff, (j) * ww + (i - 1), buffer_u8) == 0)) { //x side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, dep, -1, 0, 0, tx1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, dep, -1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j0, 0, -1, 0, 0, tx0, ty0); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, 0, -1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, dep, -1, 0, 0, tx0, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, 0, -1, 0, 0, tx0, ty0); ind++;
|
||||
}
|
||||
|
||||
if((useH && abs(depb) * 2 > buffer_read_at(hb_buff, (max(0, round((i - 1) * hgtW)) + round(j * hgtH) * hg_ww) * 2, buffer_u16) / 65536)
|
||||
|| (i == 0 || buffer_read_at(c_buff, (j) * ww + (i - 1), buffer_u8) == 0)) { //x side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, 0, -1, 0, 0, tb1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, 0, -1, 0, 0, tb1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j0, depb, -1, 0, 0, tb0, ty0); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, depb, -1, 0, 0, tb1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, 0, -1, 0, 0, tb0, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, depb, -1, 0, 0, tb0, ty0); ind++;
|
||||
}
|
||||
|
||||
if((useH && dep * 2 > buffer_read_at(h_buff, (min(round((i + 1) * hgtW), hg_ww - 1 ) + round(j * hgtH) * hg_ww) * 2, buffer_u16) / 65536)
|
||||
|| (i == ww - 1 || buffer_read_at(c_buff, (j) * ww + (i + 1), buffer_u8) == 0)) { //x side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i1, j0, dep, 1, 0, 0, tx1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j0, 0, 1, 0, 0, tx0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, dep, 1, 0, 0, tx1, ty1); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i1, j0, 0, 1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, 0, 1, 0, 0, tx0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, dep, 1, 0, 0, tx0, ty1); ind++;
|
||||
}
|
||||
|
||||
if((useH && abs(depb) * 2 > buffer_read_at(hb_buff, (min(round((i + 1) * hgtW), hg_ww - 1 ) + round(j * hgtH) * hg_ww) * 2, buffer_u16) / 65536)
|
||||
|| (i == ww - 1 || buffer_read_at(c_buff, (j) * ww + (i + 1), buffer_u8) == 0)) { //x side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i1, j0, 0, 1, 0, 0, tb1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j0, depb, 1, 0, 0, tb0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, 0, 1, 0, 0, tb1, ty1); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i1, j0, depb, 1, 0, 0, tb1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, depb, 1, 0, 0, tb0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, 0, 1, 0, 0, tb0, ty1); ind++;
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
if((useH && dep * 2 > buffer_read_at(h_buff, (round(i * hgtW) + max(0, round((j - 1) * hgtH)) * hg_ww) * 2, buffer_u16) / 65536)
|
||||
|| (j == 0 || buffer_read_at(c_buff, (j - 1) * ww + (i), buffer_u8) == 0)) { //y side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, dep, 0, 1, 0, tx1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j0, depb, 0, 1, 0, tx0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j0, dep, 0, 1, 0, tx1, ty1); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, depb, 0, 1, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j0, depb, 0, 1, 0, tx0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j0, dep, 0, 1, 0, tx0, ty1); ind++;
|
||||
}
|
||||
|
||||
if((useH && dep * 2 > buffer_read_at(h_buff, (round(i * hgtW) + min(round((j + 1) * hgtH), hg_hh - 1) * hg_ww) * 2, buffer_u16) / 65536)
|
||||
|| (j == hh - 1 || buffer_read_at(c_buff, (j + 1) * ww + (i), buffer_u8) == 0)) { //y side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j1, dep, 0, -1, 0, tx1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, dep, 0, -1, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, depb, 0, -1, 0, tx0, ty0); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j1, depb, 0, -1, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, dep, 0, -1, 0, tx0, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, depb, 0, -1, 0, tx0, ty0); ind++;
|
||||
}
|
||||
|
||||
if((useH && dep * 2 > buffer_read_at(h_buff, (max(0, round((i - 1) * hgtW)) + round(j * hgtH) * hg_ww) * 2, buffer_u16) / 65536)
|
||||
|| (i == 0 || buffer_read_at(c_buff, (j) * ww + (i - 1), buffer_u8) == 0)) { //x side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, dep, -1, 0, 0, tx1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, dep, -1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j0, depb, -1, 0, 0, tx0, ty0); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, depb, -1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, dep, -1, 0, 0, tx0, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, depb, -1, 0, 0, tx0, ty0); ind++;
|
||||
}
|
||||
|
||||
if((useH && dep * 2 > buffer_read_at(h_buff, (min(round((i + 1) * hgtW), hg_ww - 1 ) + round(j * hgtH) * hg_ww) * 2, buffer_u16) / 65536)
|
||||
|| (i == ww - 1 || buffer_read_at(c_buff, (j) * ww + (i + 1), buffer_u8) == 0)) { //x side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i1, j0, dep, 1, 0, 0, tx1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j0, depb, 1, 0, 0, tx0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, dep, 1, 0, 0, tx1, ty1); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i1, j0, depb, 1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, depb, 1, 0, 0, tx0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, dep, 1, 0, 0, tx0, ty1); ind++;
|
||||
}
|
||||
}
|
||||
|
||||
if((useH && dep * 2 > buffer_read_at(hei, (max(0, round((i - 1) * hgtW)) + round(j * hgtH) * height_w) * 2, buffer_u16) / 65536)
|
||||
|| (i == 0 || buffer_read_at(ap, (j) * ww + (i - 1), buffer_u8) == 0)) { //x side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, dep, -1, 0, 0, tx1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, dep, -1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j0, -dep, -1, 0, 0, tx0, ty0); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i0, j0, -dep, -1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, dep, -1, 0, 0, tx0, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i0, j1, -dep, -1, 0, 0, tx0, ty0); ind++;
|
||||
}
|
||||
|
||||
if((useH && dep * 2 > buffer_read_at(hei, (min(round((i + 1) * hgtW), height_w - 1 ) + round(j * hgtH) * height_w) * 2, buffer_u16) / 65536)
|
||||
|| (i == ww - 1 || buffer_read_at(ap, (j) * ww + (i + 1), buffer_u8) == 0)) { //x side
|
||||
|
||||
v[ind] = vertex_array[ind].set(i1, j0, dep, 1, 0, 0, tx1, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j0, -dep, 1, 0, 0, tx0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, dep, 1, 0, 0, tx1, ty1); ind++;
|
||||
|
||||
v[ind] = vertex_array[ind].set(i1, j0, -dep, 1, 0, 0, tx1, ty1); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, -dep, 1, 0, 0, tx0, ty0); ind++;
|
||||
v[ind] = vertex_array[ind].set(i1, j1, dep, 1, 0, 0, tx0, ty1); ind++;
|
||||
}
|
||||
|
||||
n++;
|
||||
i = floor(n / ww);
|
||||
j = n % ww;
|
||||
}
|
||||
|
||||
array_resize(v, ind);
|
||||
|
||||
if(hei) buffer_delete(hei);
|
||||
buffer_delete(ap);
|
||||
buffer_delete_safe(h_buff);
|
||||
buffer_delete_safe(c_buff);
|
||||
buffer_delete_safe(hb_buff);
|
||||
buffer_delete_safe(cb_buff);
|
||||
|
||||
vertex = [ v ];
|
||||
VB = build();
|
||||
|
@ -12,36 +12,66 @@ function Node_3D_Mesh_Extrude(_x, _y, _group = noone) : Node_3D_Mesh(_x, _y, _gr
|
||||
|
||||
inputs[| in_mesh + 3] = nodeValue("Always update", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
|
||||
|
||||
inputs[| in_mesh + 4] = nodeValue("Double Side", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
|
||||
|
||||
inputs[| in_mesh + 5] = nodeValue("Back Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Material, new __d3dMaterial())
|
||||
.setVisible(true, true);
|
||||
|
||||
inputs[| in_mesh + 6] = nodeValue("Back Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
|
||||
|
||||
input_display_list = [
|
||||
__d3d_input_list_mesh,
|
||||
__d3d_input_list_transform,
|
||||
["Extrude", false], in_mesh + 0, in_mesh + 1, in_mesh + 3,
|
||||
["Extrude", false], in_mesh + 0, in_mesh + 1, in_mesh + 3,
|
||||
["Textures", false], in_mesh + 4, in_mesh + 5, in_mesh + 6,
|
||||
]
|
||||
|
||||
temp_surface = [ noone, noone ];
|
||||
|
||||
static step = function() {
|
||||
var _double = getSingleValue(in_mesh + 4);
|
||||
|
||||
inputs[| in_mesh + 5].setVisible(true, _double);
|
||||
inputs[| in_mesh + 6].setVisible(true, _double);
|
||||
}
|
||||
|
||||
static processData = function(_output, _data, _output_index, _array_index = 0) { #region
|
||||
var _mat = _data[in_mesh + 0];
|
||||
if(!is_instanceof(_mat, __d3dMaterial)) return noone;
|
||||
|
||||
var _hght = _data[in_mesh + 1];
|
||||
var _smt = _data[in_mesh + 2];
|
||||
var _updt = _data[in_mesh + 3];
|
||||
var _surf = _mat.surface;
|
||||
|
||||
var _back = _data[in_mesh + 4];
|
||||
var _bmat = _data[in_mesh + 5];
|
||||
var _bhgt = _data[in_mesh + 6];
|
||||
|
||||
var _surf = is_instanceof(_mat, __d3dMaterial)? _mat.surface : noone;
|
||||
var _bsurf = is_instanceof(_bmat, __d3dMaterial)? _bmat.surface : noone;
|
||||
|
||||
if(!is_surface(_surf)) return noone;
|
||||
|
||||
temp_surface[0] = surface_cvt_8unorm(temp_surface[0], _surf);
|
||||
temp_surface[1] = surface_cvt_8unorm(temp_surface[1], _hght);
|
||||
|
||||
var object = getObject(_array_index);
|
||||
object.checkParameter({ surface: temp_surface[0], height: temp_surface[1], smooth: _smt }, _updt);
|
||||
|
||||
var _matN = _mat.clone();
|
||||
var _nSurf = surface_create(surface_get_width(_surf), surface_get_height(_surf));
|
||||
var object = getObject(_array_index);
|
||||
object.checkParameter( {
|
||||
surface : _surf,
|
||||
height : _hght,
|
||||
|
||||
back : _back,
|
||||
bsurface : _bsurf,
|
||||
bheight : _bhgt,
|
||||
|
||||
smooth : _smt,
|
||||
}, _updt);
|
||||
|
||||
var _dim = surface_get_dimension(_surf);
|
||||
var _nSurf = surface_create(_dim[0] * 2, _dim[1]);
|
||||
|
||||
surface_set_shader(_nSurf, sh_d3d_extrude_extends);
|
||||
shader_set_dim("dimension", _surf);
|
||||
draw_surface_safe(_surf);
|
||||
|
||||
draw_surface_safe(_surf, 0);
|
||||
if(_back) draw_surface_stretched_safe(_bsurf, _dim[0], 0, _dim[0], _dim[1]);
|
||||
else draw_surface_stretched_safe(_surf, _dim[0], 0, _dim[0], _dim[1]);
|
||||
surface_reset_shader();
|
||||
|
||||
_matN.surface = _nSurf;
|
||||
|
@ -9,7 +9,6 @@
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
const int MAX_MARCHING_STEPS = 512;
|
||||
const float EPSILON = 1e-5;
|
||||
const float PI = 3.14159265358979323846;
|
||||
|
||||
@ -23,6 +22,7 @@ uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
uniform sampler2D texture3;
|
||||
|
||||
uniform int MAX_MARCHING_STEPS;
|
||||
uniform int operations[MAX_OP];
|
||||
uniform float opArgument[MAX_OP];
|
||||
uniform int opLength;
|
||||
@ -97,7 +97,7 @@ uniform float gridStep;
|
||||
uniform float gridScale;
|
||||
uniform float axisBlend;
|
||||
|
||||
float influences[MAX_SHAPES];
|
||||
float influences[MAX_SHAPES];
|
||||
|
||||
#region ////========== Transform ============
|
||||
mat3 rotateX(float dg) {
|
||||
@ -709,16 +709,11 @@ vec3 normal(vec3 p) {
|
||||
vec3 b;
|
||||
|
||||
vec2 e = vec2(1.0, -1.0) * 0.0001;
|
||||
return normalize( e.xyy * operateSceneSDF( p + e.xyy, b ) +
|
||||
return normalize( e.xyy * operateSceneSDF( p + e.xyy, b ) +
|
||||
e.yyx * operateSceneSDF( p + e.yyx, b ) +
|
||||
e.yxy * operateSceneSDF( p + e.yxy, b ) +
|
||||
e.xxx * operateSceneSDF( p + e.xxx, b ) );
|
||||
|
||||
// return normalize(vec3(
|
||||
// operateSceneSDF(vec3(p.x + EPSILON, p.y, p.z), b) - operateSceneSDF(vec3(p.x - EPSILON, p.y, p.z), b),
|
||||
// operateSceneSDF(vec3(p.x, p.y + EPSILON, p.z), b) - operateSceneSDF(vec3(p.x, p.y - EPSILON, p.z), b),
|
||||
// operateSceneSDF(vec3(p.x, p.y, p.z + EPSILON), b) - operateSceneSDF(vec3(p.x, p.y, p.z - EPSILON), b)
|
||||
// ));
|
||||
|
||||
}
|
||||
|
||||
float march(vec3 camera, vec3 direction, out vec3 blendIndx) {
|
||||
|
Loading…
Reference in New Issue
Block a user