function Node_Camera(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Camera"; preview_alpha = 0.5; inputs[| 0] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); onSurfaceSize = function() { return surface_get_dimension(getInputData(0)); }; inputs[| 1] = nodeValue("Focus area", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 0, 16, 16, AREA_SHAPE.rectangle ]) .setDisplay(VALUE_DISPLAY.area, { onSurfaceSize }); inputs[| 2] = nodeValue("Zoom", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] }); inputs[| 3] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Repeat", "Repeat X", "Repeat Y" ]); inputs[| 4] = nodeValue("Fix background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 5] = nodeValue("Depth of Field", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 6] = nodeValue("Focal distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); inputs[| 7] = nodeValue("Defocus", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 8] = nodeValue("Focal range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Background", true], 0, 4, 3, ["Camera", false], 1, 2, ["Depth Of Field", true, 5], 6, 8, 7, ["Elements", true], ]; attribute_surface_depth(); setIsDynamicInput(3); temp_surface = [ noone, noone ]; static createNewInput = function() { #region var index = ds_list_size(inputs); var _s = floor((index - input_fix_len) / data_length); inputs[| index + 0] = nodeValue($"Element {_s}", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| index + 1] = nodeValue($"Parallax {_s}", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| index + 2] = nodeValue($"Oversample {_s}", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Repeat", "Repeat X", "Repeat Y" ]); array_append(input_display_list, [ index + 0, index + 1, index + 2 ]); } if(!LOADING && !APPENDING) createNewInput(); #endregion static refreshDynamicInput = function() { #region var _in = ds_list_create(); for( var i = 0; i < input_fix_len; i++ ) ds_list_add(_in, inputs[| i]); array_resize(input_display_list, input_display_len); for( var i = input_fix_len; i < ds_list_size(inputs); i += data_length ) { if(inputs[| i].value_from) { ds_list_add(_in, inputs[| i + 0]); ds_list_add(_in, inputs[| i + 1]); ds_list_add(_in, inputs[| i + 2]); array_push(input_display_list, i + 0); array_push(input_display_list, i + 1); array_push(input_display_list, i + 2); } else { delete inputs[| i + 0]; delete inputs[| i + 1]; delete inputs[| i + 2]; } } for( var i = 0; i < ds_list_size(_in); i++ ) _in[| i].index = i; ds_list_destroy(inputs); inputs = _in; createNewInput(); } #endregion static onValueFromUpdate = function(index) { #region if(index < input_fix_len) return; if(LOADING || APPENDING) return; refreshDynamicInput(); } #endregion static getPreviewValues = function() { return getInputData(0); } static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region if(array_length(current_data) == 0) return; var _out = outputs[| 0].getValue(); var _area = current_data[1]; var _zoom = current_data[2]; var _cam_x = _x + (_area[0] - _area[2] * _zoom) * _s; var _cam_y = _y + (_area[1] - _area[3] * _zoom) * _s; draw_surface_ext_safe(_out, _cam_x, _cam_y, _s * _zoom, _s * _zoom); inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); draw_set_color(COLORS._main_accent); var x0 = _cam_x; var y0 = _cam_y; var x1 = x0 + _area[2] * 2 * _zoom * _s; var y1 = y0 + _area[3] * 2 * _zoom * _s; draw_rectangle_dashed(x0, y0, x1, y1); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region if(!is_surface(_data[0])) return; var _area = _data[1]; var _zoom = _data[2]; var _samp = _data[3]; var _fix = _data[4]; var _dof = _data[5]; var _dof_dist = _data[6]; var _dof_stop = _data[7]; var _dof_rang = _data[8]; var cDep = attrDepth(); var _cam_x = round(_area[0]); var _cam_y = round(_area[1]); var _cam_w = round(_area[2]); var _cam_h = round(_area[3]); var _surf_w = round(surface_valid_size(_cam_w * 2)); var _surf_h = round(surface_valid_size(_cam_h * 2)); var ppInd = 0; _outSurf = surface_verify(_outSurf, _surf_w, _surf_h, cDep); temp_surface[0] = surface_verify(temp_surface[0], _surf_w, _surf_h, cDep); temp_surface[1] = surface_verify(temp_surface[1], _surf_w, _surf_h, cDep); var amo = (ds_list_size(inputs) - input_fix_len) / data_length - 1; surface_set_target(temp_surface[0]); DRAW_CLEAR surface_reset_target(); surface_set_target(temp_surface[1]); DRAW_CLEAR surface_reset_target(); shader_set(sh_camera); shader_set_f("camDimension", _surf_w, _surf_h); shader_set_f("zoom", _zoom); var _surface, sx, sy, sz, _samp; var px, py; var _scnW, _scnH; for( var i = -1; i < amo; i++ ) { ppInd = !ppInd; surface_set_target(temp_surface[ppInd]); if(i == -1) { _surface = _data[0]; sx = _fix? 0 : _cam_x; sy = _fix? 0 : _cam_y; sz = 0; _samp = _data[3]; px = sx; py = sy; } else { var ind = input_fix_len + i * data_length; _surface = _data[ind]; sz = _data[ind + 1][2]; sx = _data[ind + 1][0] * sz * _cam_x; sy = _data[ind + 1][1] * sz * _cam_y; _samp = _data[ind + 2]; px = _cam_x + sx; py = _cam_y + sy; } _scnW = surface_get_width_safe(_surface); _scnH = surface_get_height_safe(_surface); px /= _scnW; py /= _scnH; shader_set_i("bg", i == -1? 1 : 0); shader_set_i("sampleMode", _samp); shader_set_f("scnDimension", _scnW, _scnH); shader_set_f("position", px, py); if(_dof) { var _x = max(abs(sz - _dof_dist) - _dof_rang, 0); _x = _x * tanh(_x / 10); shader_set_f("bokehStrength", _x * _dof_stop); } else shader_set_f("bokehStrength", 0); shader_set_surface("backg", temp_surface[!ppInd]); //prev surface shader_set_surface("scene", _surface); //surface to draw draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _surf_w, _surf_h); surface_reset_target(); } shader_reset(); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; draw_surface_safe(temp_surface[ppInd], 0, 0); BLEND_NORMAL; surface_reset_target(); return _outSurf; } #endregion }