mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 06:26:42 +01:00
1.17.2
This commit is contained in:
parent
1dace22a61
commit
b911c4da50
4 changed files with 155 additions and 57 deletions
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@ -36,10 +36,10 @@
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globalvar VERSION, SAVE_VERSION, VERSION_STRING, BUILD_NUMBER, LATEST_VERSION;
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LATEST_VERSION = 11700;
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VERSION = 11712;
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VERSION = 11720;
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SAVE_VERSION = 11690;
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VERSION_STRING = "1.17.1.2";
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BUILD_NUMBER = 11712;
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VERSION_STRING = "1.17.2.0";
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BUILD_NUMBER = 11720;
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globalvar HOTKEYS, HOTKEY_CONTEXT;
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HOTKEYS = ds_map_create();
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@ -3,7 +3,10 @@ function Node_Normalize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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input_display_list = [ 0 ];
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inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "BW", "RGB" ]);
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input_display_list = [ 0, 1 ];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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@ -17,6 +20,7 @@ function Node_Normalize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _surf = _data[0];
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var _mode = _data[1];
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var _sw = surface_get_width(_surf);
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var _sh = surface_get_height(_surf);
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@ -88,6 +92,14 @@ function Node_Normalize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
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buffer_delete(_bMin);
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#endregion
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if(_mode == 0) {
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var _bmax = (_max[0] + _max[1] + _max[2]) / 2;
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var _bmin = (_min[0] + _min[1] + _min[2]) / 2;
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_max = [ _bmax, _bmax, _bmax ];
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_min = [ _bmin, _bmin, _bmin ];
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}
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surface_set_shader(_outSurf, sh_normalize);
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shader_set_f("cMax", _max);
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shader_set_f("cMin", _min);
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@ -29,7 +29,7 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 30, 45, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 4] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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@ -47,9 +47,9 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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inputs[| 8] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -.5, -.5, 1 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 9] = nodeValue("Ambient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 9] = nodeValue("Base Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 10] = nodeValue("Ambient Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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inputs[| 10] = nodeValue("Ambient Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 11] = nodeValue("Elongate", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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@ -117,16 +117,30 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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inputs[| 31] = nodeValue("Draw BG", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 32] = nodeValue("Volumetric", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 33] = nodeValue("Density", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 34] = nodeValue("Environment", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, false);
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inputs[| 35] = nodeValue("Reflective", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
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.setDisplay(VALUE_DISPLAY.slider);
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outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 0,
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["Primitive", false], 1, 21, 22, 23, 24, 25, 26, 27, 28,
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["Modify", false], 12, 11,
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["Deform", true], 15, 16, 17, 18, 19,
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["Transform", false], 2, 3, 4,
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["Camera", false], 13, 14, 5, 6,
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["Render", false], 31, 30, 7, 9, 10, 8,
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["Tile", false], 20, 29,
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["Primitive", false], 1, 21, 22, 23, 24, 25, 26, 27, 28,
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["Modify", false], 12, 11,
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["Deform", true], 15, 16, 17, 18, 19,
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["Transform", false], 2, 3, 4,
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["Material", false], 9, 35,
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["Camera", false], 13, 14, 5, 6,
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["Render", false], 31, 30, 34, 10, 7, 8,
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["Tile", false], 20, 29,
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["Volumetric", true, 32], 33,
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];
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temp_surface = [ 0, 0, 0, 0 ];
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@ -264,6 +278,11 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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var _bgc = _data[30];
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var _bgd = _data[31];
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var _vol = _data[32];
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var _vden = _data[33];
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var bgEnv = _data[34];
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var _refl = _data[35];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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for (var i = 0, n = array_length(temp_surface); i < n; i++)
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@ -271,7 +290,7 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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var tx = 1024;
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surface_set_shader(temp_surface[0]);
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draw_surface_stretched_safe(bgEnv, tx * 0, tx * 0, tx, tx);
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surface_reset_shader();
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gpu_set_texfilter(true);
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@ -282,26 +301,26 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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var _shpI = 0;
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switch(_shape) {
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case "Plane" : _shpI = 100; break;
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case "Box" : _shpI = 101; break;
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case "Box Frame" : _shpI = 102; break;
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case "Plane" : _shpI = 100; break;
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case "Box" : _shpI = 101; break;
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case "Box Frame" : _shpI = 102; break;
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case "Sphere" : _shpI = 200; break;
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case "Ellipse" : _shpI = 201; break;
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case "Cut Sphere" : _shpI = 202; break;
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case "Cut Hollow Sphere" : _shpI = 203; break;
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case "Torus" : _shpI = 204; break;
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case "Capped Torus" : _shpI = 205; break;
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case "Sphere" : _shpI = 200; break;
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case "Ellipse" : _shpI = 201; break;
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case "Cut Sphere" : _shpI = 202; break;
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case "Cut Hollow Sphere" : _shpI = 203; _crop = _crop / pi * 2.15; break;
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case "Torus" : _shpI = 204; break;
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case "Capped Torus" : _shpI = 205; break;
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case "Cylinder" : _shpI = 300; break;
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case "Capsule" : _shpI = 301; break;
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case "Cone" : _shpI = 302; break;
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case "Capped Cone" : _shpI = 303; break;
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case "Round Cone" : _shpI = 304; break;
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case "3D Arc" : _shpI = 305; break;
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case "Cylinder" : _shpI = 300; break;
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case "Capsule" : _shpI = 301; break;
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case "Cone" : _shpI = 302; break;
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case "Capped Cone" : _shpI = 303; break;
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case "Round Cone" : _shpI = 304; break;
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case "3D Arc" : _shpI = 305; break;
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case "Octahedron" : _shpI = 400; break;
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case "Pyramid" : _shpI = 401; break;
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case "Octahedron" : _shpI = 400; break;
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case "Pyramid" : _shpI = 401; break;
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}
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for (var i = 0, n = array_length(temp_surface); i < n; i++)
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@ -342,10 +361,17 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
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shader_set_i("drawBg", _bgd);
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shader_set_color("background", _bgc);
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shader_set_color("ambient", _amb);
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shader_set_f("ambientIntns", _ambI);
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shader_set_f("lightPosition", _lPos);
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shader_set_color("ambient", _amb);
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shader_set_f("reflective", _refl);
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shader_set_i("volumetric", _vol);
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shader_set_f("volumeDensity", _vden);
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shader_set_i("useEnv", is_surface(bgEnv));
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
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surface_reset_shader();
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@ -51,11 +51,18 @@ uniform float depthInt;
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uniform vec3 tileSize;
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uniform vec3 tileAmount;
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uniform int drawBg;
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uniform vec4 background;
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uniform vec4 ambient;
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uniform int drawBg;
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uniform vec4 background;
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uniform float ambientIntns;
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uniform vec3 lightPosition;
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uniform vec3 lightPosition;
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uniform vec4 ambient;
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uniform float reflective;
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uniform int useEnv;
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uniform int volumetric;
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uniform float volumeDensity;
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mat3 rotMatrix, irotMatrix;
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@ -134,6 +141,12 @@ mat3 rotMatrix, irotMatrix;
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return texture2D(texture0, sm);
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}
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vec2 equirectangularUv(vec3 dir) {
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vec3 n = normalize(dir);
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return vec2((atan(n.x, n.z) / (PI * 2.)) + 0.5, 1. - acos(n.y) / PI);
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}
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#endregion
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#region ////========== Primitives ===========
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@ -368,10 +381,6 @@ mat3 rotMatrix, irotMatrix;
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float sceneSDF(vec3 p) {
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float d;
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p = irotMatrix * p;
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p /= objectScale;
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p -= position;
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p = wave(p);
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if(tileSize != vec3(0.))
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@ -426,7 +435,7 @@ vec3 normal(vec3 p) {
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}
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float march(vec3 camera, vec3 direction) {
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float depth = viewRange.x;
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float depth = viewRange.x;
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for (int i = 0; i < MAX_MARCHING_STEPS; i++) {
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float dist = sceneSDF(camera + depth * direction);
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@ -438,11 +447,28 @@ float march(vec3 camera, vec3 direction) {
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return viewRange.y;
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}
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return viewRange.y;
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return viewRange.y;
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}
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float marchDensity(vec3 camera, vec3 direction) {
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float st = 1. / float(MAX_MARCHING_STEPS);
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float dens = 0.;
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float stp = volumeDensity == 0. ? 0. : pow(2., 10. * volumeDensity * 0.5 - 10.);
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for (int i = 0; i <= MAX_MARCHING_STEPS; i++) {
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float depth = mix(viewRange.x, viewRange.y, float(i) * st);
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vec3 pos = camera + depth * direction;
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float hit = sceneSDF(pos);
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float inst = (pos.y + objectScale) / (objectScale * 2.);
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inst = inst <= 0.? 0. : pow(2., 10. * inst - 10.) * 10.;
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if (hit <= 0.) dens += stp * inst;
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}
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return dens;
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}
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void main() {
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gl_FragColor = drawBg == 1? background : vec4(0.);
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mat3 rx = rotateX(rotation.x);
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mat3 ry = rotateY(rotation.y);
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@ -450,16 +476,32 @@ void main() {
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rotMatrix = rx * ry * rz;
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irotMatrix = inverse(rotMatrix);
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vec3 eye, dir;
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float dz = 1. / tan(radians(fov) / 2.);
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vec3 dir = normalize(vec3((v_vTexcoord - .5) * 2., -dz));
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vec3 eye = vec3(0., 0., 5.);
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if(ortho == 1) {
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dir = vec3(0., 0., 1.);
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eye = vec3((v_vTexcoord - .5) * 2. * orthoScale, viewRange.x);
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dir = normalize(irotMatrix * dir) / objectScale;
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eye = irotMatrix * eye;
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eye /= objectScale;
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eye -= position;
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} else {
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float z = 1. / tan(radians(fov) / 2.);
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dir = normalize(vec3((v_vTexcoord - .5) * 2., -z));
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eye = vec3(0., 0., 5.);
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vec4 bg = background;
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if(useEnv == 1) {
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float edz = 1. / tan(radians(fov * 2.) / 2.);
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vec3 edir = normalize(vec3((v_vTexcoord - .5) * 2., -edz));
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edir = normalize(irotMatrix * edir) / objectScale;
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vec2 envUV = equirectangularUv(edir);
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vec4 endC = sampleTexture(0, envUV);
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bg = endC;
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}
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gl_FragColor = drawBg == 1? bg : vec4(0.);
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if(volumetric == 1) {
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float _dens = clamp(marchDensity(eye, dir), 0., 1.);
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gl_FragColor = mix(background, ambient, _dens);
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return;
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}
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float dist = march(eye, dir);
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@ -472,17 +514,35 @@ void main() {
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vec3 c = ambient.rgb;
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///////////////////////////////////////////////////////////
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float distNorm = (dist - viewRange.x) / (viewRange.y - viewRange.x);
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distNorm = 1. - distNorm;
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distNorm = smoothstep(.0, .3, distNorm);
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c = mix(background.rgb, c, mix(1., distNorm, depthInt));
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///////////////////////////////////////////////////////////
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vec3 norm = normal(coll);
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vec3 ref = reflect(dir, norm);
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if(useEnv == 1) {
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vec4 refC = sampleTexture(0, equirectangularUv(ref))
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+ sampleTexture(0, equirectangularUv(ref + vec3( 0.01, 0., 0.))) * 0.5
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+ sampleTexture(0, equirectangularUv(ref + vec3(-0.01, 0., 0.))) * 0.5
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+ sampleTexture(0, equirectangularUv(ref + vec3(0., 0.01, 0.))) * 0.5
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+ sampleTexture(0, equirectangularUv(ref + vec3(0., -0.01, 0.))) * 0.5
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+ sampleTexture(0, equirectangularUv(ref + vec3(0., 0., 0.01))) * 0.5
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+ sampleTexture(0, equirectangularUv(ref + vec3(0., 0., -0.01))) * 0.5;
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refC /= 4.;
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c = mix(c, c * refC.rgb, reflective);
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}
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///////////////////////////////////////////////////////////
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vec3 light = normalize(lightPosition);
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float lamo = dot(norm, light) + ambientIntns;
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float lamo = min(1., max(0., dot(norm, light)) + ambientIntns);
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c = mix(background.rgb, c, lamo);
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// c *= lamo;
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gl_FragColor = vec4(c, 1.);
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}
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