function Node_RM_Combine(_x, _y, _group = noone) : Node_RM(_x, _y, _group) constructor { name = "RM Combine"; inputs[0] = nodeValue_Dimension(self); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[1] = nodeValue_Enum_Button("Projection", self, 0, [ "Perspective", "Orthographic" ]); inputs[2] = nodeValue_Float("FOV", self, 30) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] }); inputs[3] = nodeValue_Float("Ortho Scale", self, 5.) inputs[4] = nodeValue_Vector("View Range", self, [ 3, 6 ]); inputs[5] = nodeValue_Float("Depth", self, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[6] = nodeValue_Bool("Draw BG", self, false); inputs[7] = nodeValue_Color("Background", self, c_black); inputs[8] = nodeValue_Float("Ambient Level", self, 0.2) .setDisplay(VALUE_DISPLAY.slider); inputs[9] = nodeValue_Vector("Light Position", self, [ -.4, -.5, 1 ]); inputs[10] = nodeValue_Surface("Environment", self); inputs[11] = nodeValue_Vector("Camera Rotation", self, [ 30, 45, 0 ]); inputs[12] = nodeValue_Float("Camera Scale", self, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[13] = nodeValue_SDF("Shape 1", self, {}) .setVisible(true, true); inputs[14] = nodeValue_SDF("Shape 2", self, {}) .setVisible(true, true); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[15] = nodeValue_Enum_Scroll("Type", self, 0, [ "Place", "Union", "Subtract", "Intersect" ]); inputs[16] = nodeValue_Float("Merge", self, 0.1) .setDisplay(VALUE_DISPLAY.slider); inputs[17] = nodeValue_Bool("Render", self, true); inputs[18] = nodeValue_Bool("Env Interpolation", self, false); outputs[0] = nodeValue_Output("Surface Out", self, VALUE_TYPE.surface, noone); outputs[1] = nodeValue_Output("Shape Data", self, VALUE_TYPE.sdf, noone); input_display_list = [ 0, ["Combine", false], 15, 16, 13, 14, ["Camera", false], 11, 12, 1, 2, 3, 4, 5, ["Render", false, 17], 6, 7, 8, 10, 18, 9, ] temp_surface = [ 0, 0 ]; environ = new RM_Environment(); object = noone; static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) {} static step = function() { var _type = getSingleValue(15); var _ren = getSingleValue(17); inputs[16].setVisible(_type > 0); outputs[0].setVisible(_ren, _ren); } static processData = function(_outData, _data, _output_index, _array_index = 0) { var _dim = _data[0]; var _pro = _data[1]; var _fov = _data[2]; var _ort = _data[3]; var _vrn = _data[4]; var _dep = _data[5]; var _bgd = _data[6]; var _enc = _data[7]; var _amb = _data[8]; var _lig = _data[9]; var _env = _data[10]; var _crt = _data[11]; var _csa = _data[12]; var _sh0 = _data[13]; var _sh1 = _data[14]; var _typ = _data[15]; var _mer = _data[16]; var _ren = _data[17]; var _eint = _data[18]; var _outSurf = _outData[0]; if(!is_instanceof(_sh0, RM_Object)) return [ _outSurf, noone ]; if(!is_instanceof(_sh1, RM_Object)) return [ _outSurf, noone ]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); for (var i = 0, n = array_length(temp_surface); i < n; i++) temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192); var tx = 1024; surface_set_shader(temp_surface[0]); gpu_set_tex_filter(_eint); draw_surface_stretched_safe(_env, tx * 0, tx * 0, tx, tx); gpu_set_tex_filter(false); surface_reset_shader(); switch(_typ) { case 0 : object = new RM_Operation("combine", _sh0, _sh1); break; case 1 : object = new RM_Operation("union", _sh0, _sh1); break; case 2 : object = new RM_Operation("subtract", _sh0, _sh1); break; case 3 : object = new RM_Operation("intersect", _sh0, _sh1); break; } object.merge = _mer; object.flatten(); object.setTexture(temp_surface[1]); environ.surface = temp_surface[0]; environ.bgEnv = _env; environ.envFilter = _eint; environ.projection = _pro; environ.fov = _fov; environ.orthoScale = _ort; environ.viewRange = _vrn; environ.depthInt = _dep; environ.bgColor = _enc; environ.bgDraw = _bgd; environ.ambInten = _amb; environ.light = _lig; if(_ren) { gpu_set_texfilter(true); surface_set_shader(_outSurf, sh_rm_primitive); shader_set_f("camRotation", _crt); shader_set_f("camScale", _csa); shader_set_f("camRatio", _dim[0] / _dim[1]); environ.apply(); object.apply(); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); gpu_set_texfilter(false); } return [ _outSurf, object ]; } }