This commit is contained in:
Tanasart 2024-06-02 16:38:03 +07:00
parent 1dace22a61
commit b911c4da50
4 changed files with 155 additions and 57 deletions

View file

@ -36,10 +36,10 @@
globalvar VERSION, SAVE_VERSION, VERSION_STRING, BUILD_NUMBER, LATEST_VERSION;
LATEST_VERSION = 11700;
VERSION = 11712;
VERSION = 11720;
SAVE_VERSION = 11690;
VERSION_STRING = "1.17.1.2";
BUILD_NUMBER = 11712;
VERSION_STRING = "1.17.2.0";
BUILD_NUMBER = 11720;
globalvar HOTKEYS, HOTKEY_CONTEXT;
HOTKEYS = ds_map_create();

View file

@ -3,7 +3,10 @@ function Node_Normalize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
input_display_list = [ 0 ];
inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "BW", "RGB" ]);
input_display_list = [ 0, 1 ];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
@ -17,6 +20,7 @@ function Node_Normalize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _surf = _data[0];
var _mode = _data[1];
var _sw = surface_get_width(_surf);
var _sh = surface_get_height(_surf);
@ -88,6 +92,14 @@ function Node_Normalize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group)
buffer_delete(_bMin);
#endregion
if(_mode == 0) {
var _bmax = (_max[0] + _max[1] + _max[2]) / 2;
var _bmin = (_min[0] + _min[1] + _min[2]) / 2;
_max = [ _bmax, _bmax, _bmax ];
_min = [ _bmin, _bmin, _bmin ];
}
surface_set_shader(_outSurf, sh_normalize);
shader_set_f("cMax", _max);
shader_set_f("cMin", _min);

View file

@ -29,7 +29,7 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 30, 45, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 4] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
@ -47,9 +47,9 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
inputs[| 8] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -.5, -.5, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 9] = nodeValue("Ambient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 9] = nodeValue("Base Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 10] = nodeValue("Ambient Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
inputs[| 10] = nodeValue("Ambient Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 11] = nodeValue("Elongate", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
@ -117,16 +117,30 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
inputs[| 31] = nodeValue("Draw BG", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 32] = nodeValue("Volumetric", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 33] = nodeValue("Density", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 34] = nodeValue("Environment", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, false);
inputs[| 35] = nodeValue("Reflective", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
.setDisplay(VALUE_DISPLAY.slider);
outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 0,
["Primitive", false], 1, 21, 22, 23, 24, 25, 26, 27, 28,
["Modify", false], 12, 11,
["Deform", true], 15, 16, 17, 18, 19,
["Transform", false], 2, 3, 4,
["Camera", false], 13, 14, 5, 6,
["Render", false], 31, 30, 7, 9, 10, 8,
["Tile", false], 20, 29,
["Primitive", false], 1, 21, 22, 23, 24, 25, 26, 27, 28,
["Modify", false], 12, 11,
["Deform", true], 15, 16, 17, 18, 19,
["Transform", false], 2, 3, 4,
["Material", false], 9, 35,
["Camera", false], 13, 14, 5, 6,
["Render", false], 31, 30, 34, 10, 7, 8,
["Tile", false], 20, 29,
["Volumetric", true, 32], 33,
];
temp_surface = [ 0, 0, 0, 0 ];
@ -264,6 +278,11 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
var _bgc = _data[30];
var _bgd = _data[31];
var _vol = _data[32];
var _vden = _data[33];
var bgEnv = _data[34];
var _refl = _data[35];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
for (var i = 0, n = array_length(temp_surface); i < n; i++)
@ -271,7 +290,7 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
var tx = 1024;
surface_set_shader(temp_surface[0]);
draw_surface_stretched_safe(bgEnv, tx * 0, tx * 0, tx, tx);
surface_reset_shader();
gpu_set_texfilter(true);
@ -282,26 +301,26 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
var _shpI = 0;
switch(_shape) {
case "Plane" : _shpI = 100; break;
case "Box" : _shpI = 101; break;
case "Box Frame" : _shpI = 102; break;
case "Plane" : _shpI = 100; break;
case "Box" : _shpI = 101; break;
case "Box Frame" : _shpI = 102; break;
case "Sphere" : _shpI = 200; break;
case "Ellipse" : _shpI = 201; break;
case "Cut Sphere" : _shpI = 202; break;
case "Cut Hollow Sphere" : _shpI = 203; break;
case "Torus" : _shpI = 204; break;
case "Capped Torus" : _shpI = 205; break;
case "Sphere" : _shpI = 200; break;
case "Ellipse" : _shpI = 201; break;
case "Cut Sphere" : _shpI = 202; break;
case "Cut Hollow Sphere" : _shpI = 203; _crop = _crop / pi * 2.15; break;
case "Torus" : _shpI = 204; break;
case "Capped Torus" : _shpI = 205; break;
case "Cylinder" : _shpI = 300; break;
case "Capsule" : _shpI = 301; break;
case "Cone" : _shpI = 302; break;
case "Capped Cone" : _shpI = 303; break;
case "Round Cone" : _shpI = 304; break;
case "3D Arc" : _shpI = 305; break;
case "Cylinder" : _shpI = 300; break;
case "Capsule" : _shpI = 301; break;
case "Cone" : _shpI = 302; break;
case "Capped Cone" : _shpI = 303; break;
case "Round Cone" : _shpI = 304; break;
case "3D Arc" : _shpI = 305; break;
case "Octahedron" : _shpI = 400; break;
case "Pyramid" : _shpI = 401; break;
case "Octahedron" : _shpI = 400; break;
case "Pyramid" : _shpI = 401; break;
}
for (var i = 0, n = array_length(temp_surface); i < n; i++)
@ -342,10 +361,17 @@ function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _gro
shader_set_i("drawBg", _bgd);
shader_set_color("background", _bgc);
shader_set_color("ambient", _amb);
shader_set_f("ambientIntns", _ambI);
shader_set_f("lightPosition", _lPos);
shader_set_color("ambient", _amb);
shader_set_f("reflective", _refl);
shader_set_i("volumetric", _vol);
shader_set_f("volumeDensity", _vden);
shader_set_i("useEnv", is_surface(bgEnv));
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();

View file

@ -51,11 +51,18 @@ uniform float depthInt;
uniform vec3 tileSize;
uniform vec3 tileAmount;
uniform int drawBg;
uniform vec4 background;
uniform vec4 ambient;
uniform int drawBg;
uniform vec4 background;
uniform float ambientIntns;
uniform vec3 lightPosition;
uniform vec3 lightPosition;
uniform vec4 ambient;
uniform float reflective;
uniform int useEnv;
uniform int volumetric;
uniform float volumeDensity;
mat3 rotMatrix, irotMatrix;
@ -134,6 +141,12 @@ mat3 rotMatrix, irotMatrix;
return texture2D(texture0, sm);
}
vec2 equirectangularUv(vec3 dir) {
vec3 n = normalize(dir);
return vec2((atan(n.x, n.z) / (PI * 2.)) + 0.5, 1. - acos(n.y) / PI);
}
#endregion
#region ////========== Primitives ===========
@ -368,10 +381,6 @@ mat3 rotMatrix, irotMatrix;
float sceneSDF(vec3 p) {
float d;
p = irotMatrix * p;
p /= objectScale;
p -= position;
p = wave(p);
if(tileSize != vec3(0.))
@ -426,7 +435,7 @@ vec3 normal(vec3 p) {
}
float march(vec3 camera, vec3 direction) {
float depth = viewRange.x;
float depth = viewRange.x;
for (int i = 0; i < MAX_MARCHING_STEPS; i++) {
float dist = sceneSDF(camera + depth * direction);
@ -438,11 +447,28 @@ float march(vec3 camera, vec3 direction) {
return viewRange.y;
}
return viewRange.y;
return viewRange.y;
}
float marchDensity(vec3 camera, vec3 direction) {
float st = 1. / float(MAX_MARCHING_STEPS);
float dens = 0.;
float stp = volumeDensity == 0. ? 0. : pow(2., 10. * volumeDensity * 0.5 - 10.);
for (int i = 0; i <= MAX_MARCHING_STEPS; i++) {
float depth = mix(viewRange.x, viewRange.y, float(i) * st);
vec3 pos = camera + depth * direction;
float hit = sceneSDF(pos);
float inst = (pos.y + objectScale) / (objectScale * 2.);
inst = inst <= 0.? 0. : pow(2., 10. * inst - 10.) * 10.;
if (hit <= 0.) dens += stp * inst;
}
return dens;
}
void main() {
gl_FragColor = drawBg == 1? background : vec4(0.);
mat3 rx = rotateX(rotation.x);
mat3 ry = rotateY(rotation.y);
@ -450,16 +476,32 @@ void main() {
rotMatrix = rx * ry * rz;
irotMatrix = inverse(rotMatrix);
vec3 eye, dir;
float dz = 1. / tan(radians(fov) / 2.);
vec3 dir = normalize(vec3((v_vTexcoord - .5) * 2., -dz));
vec3 eye = vec3(0., 0., 5.);
if(ortho == 1) {
dir = vec3(0., 0., 1.);
eye = vec3((v_vTexcoord - .5) * 2. * orthoScale, viewRange.x);
dir = normalize(irotMatrix * dir) / objectScale;
eye = irotMatrix * eye;
eye /= objectScale;
eye -= position;
} else {
float z = 1. / tan(radians(fov) / 2.);
dir = normalize(vec3((v_vTexcoord - .5) * 2., -z));
eye = vec3(0., 0., 5.);
vec4 bg = background;
if(useEnv == 1) {
float edz = 1. / tan(radians(fov * 2.) / 2.);
vec3 edir = normalize(vec3((v_vTexcoord - .5) * 2., -edz));
edir = normalize(irotMatrix * edir) / objectScale;
vec2 envUV = equirectangularUv(edir);
vec4 endC = sampleTexture(0, envUV);
bg = endC;
}
gl_FragColor = drawBg == 1? bg : vec4(0.);
if(volumetric == 1) {
float _dens = clamp(marchDensity(eye, dir), 0., 1.);
gl_FragColor = mix(background, ambient, _dens);
return;
}
float dist = march(eye, dir);
@ -472,17 +514,35 @@ void main() {
vec3 c = ambient.rgb;
///////////////////////////////////////////////////////////
float distNorm = (dist - viewRange.x) / (viewRange.y - viewRange.x);
distNorm = 1. - distNorm;
distNorm = smoothstep(.0, .3, distNorm);
c = mix(background.rgb, c, mix(1., distNorm, depthInt));
///////////////////////////////////////////////////////////
vec3 norm = normal(coll);
vec3 ref = reflect(dir, norm);
if(useEnv == 1) {
vec4 refC = sampleTexture(0, equirectangularUv(ref))
+ sampleTexture(0, equirectangularUv(ref + vec3( 0.01, 0., 0.))) * 0.5
+ sampleTexture(0, equirectangularUv(ref + vec3(-0.01, 0., 0.))) * 0.5
+ sampleTexture(0, equirectangularUv(ref + vec3(0., 0.01, 0.))) * 0.5
+ sampleTexture(0, equirectangularUv(ref + vec3(0., -0.01, 0.))) * 0.5
+ sampleTexture(0, equirectangularUv(ref + vec3(0., 0., 0.01))) * 0.5
+ sampleTexture(0, equirectangularUv(ref + vec3(0., 0., -0.01))) * 0.5;
refC /= 4.;
c = mix(c, c * refC.rgb, reflective);
}
///////////////////////////////////////////////////////////
vec3 light = normalize(lightPosition);
float lamo = dot(norm, light) + ambientIntns;
float lamo = min(1., max(0., dot(norm, light)) + ambientIntns);
c = mix(background.rgb, c, lamo);
// c *= lamo;
gl_FragColor = vec4(c, 1.);
}