function Node_RM_Render(_x, _y, _group = noone) : Node_RM(_x, _y, _group) constructor { name = "RM Render"; inputs[| 0] = nodeValue_Dimension(self); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 1] = nodeValue_Enum_Button("Projection", self, 0, [ "Perspective", "Orthographic" ]); inputs[| 2] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] }); inputs[| 3] = nodeValue("Ortho Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 5.) inputs[| 4] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 3, 6 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 5] = nodeValue("Depth", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[| 6] = nodeValue("Draw BG", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 8] = nodeValue("Ambient Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider); inputs[| 9] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -.4, -.5, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 10] = nodeValue_Surface("Environment", self); inputs[| 11] = nodeValue("Camera Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 30, 45, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 12] = nodeValue("Camera Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 13] = nodeValue("SDF Object", self, JUNCTION_CONNECT.input, VALUE_TYPE.sdf, {}) .setVisible(true, true); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 14] = nodeValue("Env Interpolation", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 0, 13, ["Camera", false], 11, 12, 1, 2, 3, 4, 5, ["Render", false], 6, 7, 8, 10, 14, 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 _pro = getSingleValue( 1); inputs[| 3].setVisible(_pro == 1); } static processData = function(_outSurf, _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 _shp = _data[13]; var _eint = _data[14]; if(!is_instanceof(_shp, RM_Object)) return _outSurf; _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(); object = _shp; 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; 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; } }