enum CAMERA_PROJ { ortho, perspective } #region setup globalvar PRIMITIVES, FORMAT_PT, FORMAT_PNT; PRIMITIVES = ds_map_create(); vertex_format_begin(); vertex_format_add_position_3d(); vertex_format_add_texcoord(); FORMAT_PT = vertex_format_end(); vertex_format_begin(); vertex_format_add_position_3d(); vertex_format_add_normal(); vertex_format_add_texcoord(); FORMAT_PNT = vertex_format_end(); #endregion #region plane var _0 = -.5; var _1 = .5; var VB = vertex_create_buffer(); vertex_begin(VB, FORMAT_PT); vertex_add_pt(VB, [_1, _0, 0], [ 1, 0]); vertex_add_pt(VB, [_0, _0, 0], [ 0, 0]); vertex_add_pt(VB, [_1, _1, 0], [ 1, 1]); vertex_add_pt(VB, [_1, _1, 0], [ 1, 1]); vertex_add_pt(VB, [_0, _0, 0], [ 0, 0]); vertex_add_pt(VB, [_0, _1, 0], [ 0, 1]); vertex_end(VB); vertex_freeze(VB); PRIMITIVES[? "plane"] = VB; var VB = vertex_create_buffer(); vertex_begin(VB, FORMAT_PNT); vertex_add_pnt(VB, [_1, _0, 0], [0, 0, 1], [1, 0]); vertex_add_pnt(VB, [_0, _0, 0], [0, 0, 1], [0, 0]); vertex_add_pnt(VB, [_1, _1, 0], [0, 0, 1], [1, 1]); vertex_add_pnt(VB, [_1, _1, 0], [0, 0, 1], [1, 1]); vertex_add_pnt(VB, [_0, _0, 0], [0, 0, 1], [0, 0]); vertex_add_pnt(VB, [_0, _1, 0], [0, 0, 1], [0, 1]); vertex_end(VB); vertex_freeze(VB); PRIMITIVES[? "plane_normal"] = VB; #endregion #region cube var VB = vertex_create_buffer(); vertex_begin(VB, FORMAT_PNT); vertex_add_pnt(VB, [_1, _0, _0], [0, 0, -1], [1, 0]); vertex_add_pnt(VB, [_0, _0, _0], [0, 0, -1], [0, 0]); vertex_add_pnt(VB, [_1, _1, _0], [0, 0, -1], [1, 1]); vertex_add_pnt(VB, [_1, _1, _0], [0, 0, -1], [1, 1]); vertex_add_pnt(VB, [_0, _0, _0], [0, 0, -1], [0, 0]); vertex_add_pnt(VB, [_0, _1, _0], [0, 0, -1], [0, 1]); vertex_add_pnt(VB, [_1, _0, _1], [0, 0, 1], [1, 0]); vertex_add_pnt(VB, [_0, _0, _1], [0, 0, 1], [0, 0]); vertex_add_pnt(VB, [_1, _1, _1], [0, 0, 1], [1, 1]); vertex_add_pnt(VB, [_1, _1, _1], [0, 0, 1], [1, 1]); vertex_add_pnt(VB, [_0, _0, _1], [0, 0, 1], [0, 0]); vertex_add_pnt(VB, [_0, _1, _1], [0, 0, 1], [0, 1]); vertex_add_pnt(VB, [_1, _0, _0], [0, 1, 0], [1, 0]); vertex_add_pnt(VB, [_0, _0, _0], [0, 1, 0], [0, 0]); vertex_add_pnt(VB, [_1, _0, _1], [0, 1, 0], [1, 1]); vertex_add_pnt(VB, [_1, _0, _1], [0, 1, 0], [1, 1]); vertex_add_pnt(VB, [_0, _0, _0], [0, 1, 0], [0, 0]); vertex_add_pnt(VB, [_0, _0, _1], [0, 1, 0], [0, 1]); vertex_add_pnt(VB, [_1, _1, _0], [0, -1, 0], [1, 0]); vertex_add_pnt(VB, [_0, _1, _0], [0, -1, 0], [0, 0]); vertex_add_pnt(VB, [_1, _1, _1], [0, -1, 0], [1, 1]); vertex_add_pnt(VB, [_1, _1, _1], [0, -1, 0], [1, 1]); vertex_add_pnt(VB, [_0, _1, _0], [0, -1, 0], [0, 0]); vertex_add_pnt(VB, [_0, _1, _1], [0, -1, 0], [0, 1]); vertex_add_pnt(VB, [_0, _1, _0], [1, 0, 0], [0, 1]); vertex_add_pnt(VB, [_0, _0, _0], [1, 0, 0], [0, 0]); vertex_add_pnt(VB, [_0, _1, _1], [1, 0, 0], [1, 1]); vertex_add_pnt(VB, [_0, _1, _1], [1, 0, 0], [1, 1]); vertex_add_pnt(VB, [_0, _0, _0], [1, 0, 0], [0, 0]); vertex_add_pnt(VB, [_0, _0, _1], [1, 0, 0], [1, 0]); vertex_add_pnt(VB, [_1, _1, _0], [-1, 0, 0], [0, 1]); vertex_add_pnt(VB, [_1, _0, _0], [-1, 0, 0], [0, 0]); vertex_add_pnt(VB, [_1, _1, _1], [-1, 0, 0], [1, 1]); vertex_add_pnt(VB, [_1, _1, _1], [-1, 0, 0], [1, 1]); vertex_add_pnt(VB, [_1, _0, _0], [-1, 0, 0], [0, 0]); vertex_add_pnt(VB, [_1, _0, _1], [-1, 0, 0], [1, 0]); vertex_end(VB); vertex_freeze(VB); PRIMITIVES[? "cube"] = VB; #endregion #region helper function _3d_node_init(iDim, iPos, iRot, iSca) { VB = []; use_normal = true; 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_view_mat(cam, cam_view); camera_set_proj_mat(cam, cam_proj); drag_index = -1; drag_sv = 0; drag_mx = 0; drag_my = 0; input_dim = iDim; input_pos = iPos; input_rot = iRot; input_sca = iSca; } function _3d_gizmo(active, _x, _y, _s, _mx, _my, _snx, _sny, invx = false, invy = true) { if(inputs[| input_pos].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny)) active = false; var _dim = inputs[| input_dim].getValue(); var _pos = inputs[| input_pos].getValue(); var _rot = inputs[| input_rot].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 * (invx? -1 : 1); if(inputs[| input_rot].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 * (invy? -1 : 1); if(inputs[| input_rot].setValue(_rot)) UNDO_HOLDING = true; if(mouse_release(mb_left)) { drag_index = -1; UNDO_HOLDING = false; } } else if(drag_index == 2) { var dz = point_direction(cx, cy, _mx, _my) - point_direction(cx, cy, drag_mx, drag_my); _rot[2] = drag_sv + dz; if(inputs[| input_rot].setValue(_rot)) UNDO_HOLDING = true; if(mouse_release(mb_left)) { drag_index = -1; UNDO_HOLDING = false; } } else { if(active && 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(active && 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(active && 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[| input_pos].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } function _3d_local_transform(_lpos, _lrot, _lsca) { matrix_stack_push(matrix_build(_lpos[0], _lpos[1], _lpos[2], 0, 0, 0, 1, 1, 1)); matrix_stack_push(matrix_build(0, 0, 0, _lrot[0], _lrot[1], _lrot[2], 1, 1, 1)); matrix_stack_push(matrix_build(0, 0, 0, 0, 0, 0, _lsca[0], _lsca[1], _lsca[2])); matrix_set(matrix_world, matrix_stack_top()); } function _3d_clear_local_transform() { matrix_stack_pop(); matrix_stack_pop(); matrix_stack_pop(); } function _3d_pre_setup(_outSurf, _dim, _pos, _sca, _ldir, _lhgt, _lint, _lclr, _aclr, _lpos, _lrot, _lsca, _proj = CAMERA_PROJ.perspective, _fov = 60, _pass = "diff", _applyLocal = true) { _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); var lightFor = [ -cos(degtorad(_ldir)), -_lhgt, -sin(degtorad(_ldir)) ]; gpu_set_ztestenable(true); surface_set_target(_outSurf); draw_clear_alpha(0, 0); var shader = sh_vertex_pnt_light; if(_pass == "diff") shader = sh_vertex_pnt_light; else if(_pass == "norm") shader = sh_vertex_normal_pass; else if(_pass == "dept") shader = sh_vertex_depth_pass; uniVertex_lightFor = shader_get_uniform(shader, "u_LightForward"); uniLightAmb = shader_get_uniform(shader, "u_AmbientLight"); uniLightClr = shader_get_uniform(shader, "u_LightColor"); uniLightInt = shader_get_uniform(shader, "u_LightIntensity"); uniLightNrm = shader_get_uniform(shader, "useNormal"); shader_set(shader); 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, use_normal); var cam_view, cam_proj; if(_proj == CAMERA_PROJ.ortho) { cam_view = matrix_build_lookat(0, 0, 128, 0, 0, 0, 0, 1, 0); cam_proj = matrix_build_projection_ortho(_dim[0], _dim[1], 0.1, 256); } else { var _adjFov = power(_fov / 90, 1 / 4) * 90; var dist = _dim[0] / 2 * dtan(90 - _adjFov); cam_view = matrix_build_lookat(0, 0, 1 + dist, 0, 0, 0, 0, 1, 0); cam_proj = matrix_build_projection_perspective(_dim[0], _dim[1], dist, dist + 256); } var cam = camera_get_active(); camera_set_view_size(cam, _dim[0], _dim[1]); camera_set_view_mat(cam, cam_view); camera_set_proj_mat(cam, cam_proj); camera_apply(cam); if(_proj == CAMERA_PROJ.ortho) matrix_stack_push(matrix_build(_dim[0] / 2 - _pos[0], _pos[1] - _dim[1] / 2, 0, 0, 0, 0, _dim[0] * _sca[0], _dim[1] * _sca[1], 1)); else matrix_stack_push(matrix_build(_dim[0] / 2 - _pos[0], _pos[1] - _dim[1] / 2, 0, 0, 0, 0, _dim[0] * _sca[0], _dim[1] * _sca[1], 1)); //matrix_stack_push(matrix_build(0, 0, 0, 0, 0, 0, 1, 1, 1)); if(_applyLocal) _3d_local_transform(_lpos, _lrot, _lsca); matrix_set(matrix_world, matrix_stack_top()); } function _3d_post_setup() { shader_reset(); matrix_stack_clear(); matrix_set(matrix_world, MATRIX_IDENTITY); gpu_set_ztestenable(false); var cam = camera_get_active(); camera_set_view_mat(cam, matrix_build_lookat(0, 0, 1, 0, 0, 0, 0, 1, 0)); camera_set_proj_mat(cam, matrix_build_projection_ortho(1, 1, 0.1, 256)); camera_apply(cam); surface_reset_target(); } #endregion