function Node_3D_Extrude(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "3D Extrude"; uniVertex_lightFor = shader_get_uniform(sh_vertex_pnt_light, "u_LightForward"); uniLightAmb = shader_get_uniform(sh_vertex_pnt_light, "u_AmbientLight"); uniLightClr = shader_get_uniform(sh_vertex_pnt_light, "u_LightColor"); uniLightInt = shader_get_uniform(sh_vertex_pnt_light, "u_LightIntensity"); uniLightNrm = shader_get_uniform(sh_vertex_pnt_light, "useNormal"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue(1, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue(4, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 0.1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 5] = nodeValue(5, "Render scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 6] = nodeValue(6, "Manual generate", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.button, [ function() { generateMesh(); }, "Generate"] ); inputs[| 7] = nodeValue(7, "Light direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 8] = nodeValue(8, "Light height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [-1, 1, 0.01]); inputs[| 9] = nodeValue(9, "Light intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 10] = nodeValue(10, "Light color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 11] = nodeValue(11, "Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey); inputs[| 12] = nodeValue(12, "Height map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); input_display_list = [1, ["Geometry", false], 0, 12, 6, ["Transform", false], 2, 3, 4, 5, ["Light", false], 7, 8, 9, 10, 11 ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); VB = vertex_create_buffer(); vertex_begin(VB, FORMAT_PT); vertex_end(VB); static onValueUpdate = function(index) { if(index == 0 || index == 12) generateMesh(); } static generateMesh = function() { var _ins = inputs[| 0].getValue(); var _hei = inputs[| 12].getValue(); if(!is_surface(_ins)) return; var ww = surface_get_width(_ins); var hh = surface_get_height(_ins); var tw = 1 / ww; var th = 1 / hh; var sw = -ww / 2 * tw; var sh = -hh / 2 * th; var useH = is_surface(_hei); if(useH) { var height_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2); buffer_get_surface(height_buffer, _hei, 0); buffer_seek(height_buffer, buffer_seek_start, 0); var hei = array_create(ww, hh); for( var j = 0; j < hh; j++ ) for( var i = 0; i < ww; i++ ) { var cc = buffer_read(height_buffer, buffer_u32); var _b = colorBrightness(cc & ~0b11111111); hei[i][j] = _b; } buffer_delete(height_buffer); } var surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2); buffer_get_surface(surface_buffer, _ins, 0); buffer_seek(surface_buffer, buffer_seek_start, 0); vertex_begin(VB, FORMAT_PNT); var ap = array_create(ww, hh); for( var j = 0; j < hh; j++ ) for( var i = 0; i < ww; i++ ) { var cc = buffer_read(surface_buffer, buffer_u32); var _a = (cc & (0b11111111 << 24)) >> 24; ap[i][j] = _a; } buffer_delete(surface_buffer); for( var i = 0; i < ww; i++ ) for( var j = 0; j < hh; j++ ) { if(ap[i][j] == 0) continue; var i0 = sw + i * tw, i1 = i0 + tw; var j0 = sh + j * th, j1 = j0 + th; var tx0 = tw * i, tx1 = tx0 + tw; var ty0 = th * j, ty1 = ty0 + th; var dep = (useH? hei[i][j] : 1) * 0.5; vertex_add_pnt(VB, [i1, j0, -dep], [0, 0, -1], [tx1, ty0]); vertex_add_pnt(VB, [i0, j0, -dep], [0, 0, -1], [tx0, ty0]); vertex_add_pnt(VB, [i1, j1, -dep], [0, 0, -1], [tx1, ty1]); vertex_add_pnt(VB, [i1, j1, -dep], [0, 0, -1], [tx1, ty1]); vertex_add_pnt(VB, [i0, j0, -dep], [0, 0, -1], [tx0, ty0]); vertex_add_pnt(VB, [i0, j1, -dep], [0, 0, -1], [tx0, ty1]); vertex_add_pnt(VB, [i1, j0, dep], [0, 0, 1], [tx1, ty0]); vertex_add_pnt(VB, [i0, j0, dep], [0, 0, 1], [tx0, ty0]); vertex_add_pnt(VB, [i1, j1, dep], [0, 0, 1], [tx1, ty1]); vertex_add_pnt(VB, [i1, j1, dep], [0, 0, 1], [tx1, ty1]); vertex_add_pnt(VB, [i0, j0, dep], [0, 0, 1], [tx0, ty0]); vertex_add_pnt(VB, [i0, j1, dep], [0, 0, 1], [tx0, ty1]); if((useH && dep > hei[i][j - 1]) || (j == 0 || ap[i][j - 1] == 0)) { vertex_add_pnt(VB, [i0, j0, dep], [0, -1, 0], [tx1, ty0]); vertex_add_pnt(VB, [i0, j0, -dep], [0, -1, 0], [tx0, ty0]); vertex_add_pnt(VB, [i1, j0, dep], [0, -1, 0], [tx1, ty1]); vertex_add_pnt(VB, [i0, j0, -dep], [0, -1, 0], [tx1, ty1]); vertex_add_pnt(VB, [i1, j0, -dep], [0, -1, 0], [tx0, ty0]); vertex_add_pnt(VB, [i1, j0, dep], [0, -1, 0], [tx0, ty1]); } if((useH && dep > hei[i][j + 1]) || (j == hh - 1 || ap[i][j + 1] == 0)) { vertex_add_pnt(VB, [i0, j1, dep], [0, 1, 0], [tx1, ty0]); vertex_add_pnt(VB, [i0, j1, -dep], [0, 1, 0], [tx0, ty0]); vertex_add_pnt(VB, [i1, j1, dep], [0, 1, 0], [tx1, ty1]); vertex_add_pnt(VB, [i0, j1, -dep], [0, 1, 0], [tx1, ty1]); vertex_add_pnt(VB, [i1, j1, -dep], [0, 1, 0], [tx0, ty0]); vertex_add_pnt(VB, [i1, j1, dep], [0, 1, 0], [tx0, ty1]); } if((useH && dep > hei[i - 1][j]) || (i == 0 || ap[i - 1][j] == 0)) { vertex_add_pnt(VB, [i0, j0, dep], [1, 0, 0], [tx1, ty0]); vertex_add_pnt(VB, [i0, j0, -dep], [1, 0, 0], [tx0, ty0]); vertex_add_pnt(VB, [i0, j1, dep], [1, 0, 0], [tx1, ty1]); vertex_add_pnt(VB, [i0, j0, -dep], [1, 0, 0], [tx1, ty1]); vertex_add_pnt(VB, [i0, j1, -dep], [1, 0, 0], [tx0, ty0]); vertex_add_pnt(VB, [i0, j1, dep], [1, 0, 0], [tx0, ty1]); } if((useH && dep > hei[i + 1][j]) || (i == ww - 1 || ap[i + 1][j] == 0)) { vertex_add_pnt(VB, [i1, j0, dep], [-1, 0, 0], [tx1, ty0]); vertex_add_pnt(VB, [i1, j0, -dep], [-1, 0, 0], [tx0, ty0]); vertex_add_pnt(VB, [i1, j1, dep], [-1, 0, 0], [tx1, ty1]); vertex_add_pnt(VB, [i1, j0, -dep], [-1, 0, 0], [tx1, ty1]); vertex_add_pnt(VB, [i1, j1, -dep], [-1, 0, 0], [tx0, ty0]); vertex_add_pnt(VB, [i1, j1, dep], [-1, 0, 0], [tx0, ty1]); } } vertex_end(VB); update(); } drag_index = -1; drag_sv = 0; drag_mx = 0; drag_my = 0; static drawOverlay = function(active, _x, _y, _s, _mx, _my) { if(inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my)) active = false; var _dim = inputs[| 1].getValue(); var _pos = inputs[| 2].getValue(); var _rot = inputs[| 3].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; _rot[1] = drag_sv + dx; if(inputs[| 3].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; _rot[0] = drag_sv + dy; if(inputs[| 3].setValue(_rot)) UNDO_HOLDING = true; if(mouse_release(mb_left)) { drag_index = -1; UNDO_HOLDING = false; } } else if(drag_index == 2) { var da = point_direction(cx, cy, _mx, _my); _rot[2] = da; if(inputs[| 3].setValue(_rot)) UNDO_HOLDING = true; if(mouse_release(mb_left)) { drag_index = -1; UNDO_HOLDING = false; } } else { if(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(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(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[| 2].drawOverlay(active, _x, _y, _s, _mx, _my); } #region 3D setup TM = matrix_build(0, 0, 0, 0, 0, 0, 1, 1, 1); cam = camera_create(); cam_view = matrix_build_lookat(0, 0, 1, 0, 0, 0, 0, 1, 0); cam_proj = matrix_build_projection_ortho(1, 1, 1, 100); camera_set_proj_mat(cam, cam_view); camera_set_view_mat(cam, cam_proj); #endregion static update = function() { var _ins = inputs[| 0].getValue(); var _dim = inputs[| 1].getValue(); var _pos = inputs[| 2].getValue(); var _rot = inputs[| 3].getValue(); var _lsc = inputs[| 4].getValue(); var _sca = inputs[| 5].getValue(); var _ldir = inputs[| 7].getValue(); var _lhgt = inputs[| 8].getValue(); var _lint = inputs[| 9].getValue(); var _lclr = inputs[| 10].getValue(); var _aclr = inputs[| 11].getValue(); var _outSurf = outputs[| 0].getValue(); if(!is_surface(_outSurf)) { _outSurf = surface_create_valid(_dim[0], _dim[1]); outputs[| 0].setValue(_outSurf); } else surface_size_to(_outSurf, _dim[0], _dim[1]); if(!is_surface(_ins)) return _outSurf; var TM = matrix_build(_pos[0], _pos[1], 0, _rot[0], _rot[1], _rot[2], _dim[0] * _sca[0], _dim[1] * _sca[1], 1); var cam_proj = matrix_build_projection_ortho(_dim[0], _dim[1], 1, 100); camera_set_view_mat(cam, cam_proj); camera_set_view_size(cam, _dim[0], _dim[1]); var lightFor = [ -cos(degtorad(_ldir)), -_lhgt, -sin(degtorad(_ldir)) ]; gpu_set_ztestenable(true); surface_set_target(_outSurf); shader_set(sh_vertex_pnt_light); 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, 1); camera_apply(cam); draw_clear_alpha(0, 0); matrix_stack_push(TM); matrix_stack_push(matrix_build(0, 0, 0, 0, 0, 0, _lsc[0], _lsc[1], _lsc[2])); matrix_set(matrix_world, matrix_stack_top()); vertex_submit(VB, pr_trianglelist, surface_get_texture(_ins)); shader_reset(); matrix_stack_pop(); matrix_stack_pop(); matrix_set(matrix_world, MATRIX_IDENTITY); surface_reset_target(); gpu_set_ztestenable(false); camera_apply(0); return _outSurf; } }