#region global preview camera globalvar D3D_GLOBAL_PREVIEW; function set3DGlobalPreview() { var d3_view_camera = new __3dCamera(); d3_view_camera.setViewSize(2, 2); d3_view_camera.setFocusAngle(135, 45, 8); d3_view_camera.position.set(calculate_3d_position(0, 0, 0, d3_view_camera.focus_angle_x, d3_view_camera.focus_angle_y, d3_view_camera.focus_dist)); d3_view_camera.projection = CAMERA_PROJECTION.orthograph; d3_view_camera.setMatrix(); D3D_GLOBAL_PREVIEW = new __3dScene(d3_view_camera); D3D_GLOBAL_PREVIEW.apply_transform = true; D3D_GLOBAL_PREVIEW.defer_normal = false; var d3_scene_light0 = new __3dLightDirectional(); d3_scene_light0.transform.position.set(-1, -2, 3); d3_scene_light0.color = $AAAAAA; var d3_scene_light1 = new __3dLightDirectional(); d3_scene_light1.transform.position.set(1, 2, 3); d3_scene_light1.color = $FFFFFF; D3D_GLOBAL_PREVIEW.lightAmbient = $404040; D3D_GLOBAL_PREVIEW.addLightDirectional(d3_scene_light0); D3D_GLOBAL_PREVIEW.addLightDirectional(d3_scene_light1); } #endregion #macro D3DSCENE_PRESUBMIT if(!is_struct(object)) return; matrix_stack_clear(); if(apply_transform) custom_transform.submitMatrix(); #macro D3DSCENE_POSTSUBMIT if(apply_transform) custom_transform.clearMatrix(); function __3dScene(camera, name = "New scene") constructor { self.camera = camera; self.name = name; apply_transform = false; custom_transform = new __transform(); lightAmbient = c_black; lightDir_max = 16; lightDir_shadow_max = 4; lightPnt_max = 16; lightPnt_shadow_max = 4; cull_mode = cull_noculling; enviroment_map = noone; gammaCorrection = true; draw_background = false; defer_normal = true; defer_normal_radius = 0; show_normal = false; ssao_enabled = false; ssao_sample = 32; ssao_radius = 0.1; ssao_bias = 0.1; ssao_strength = 1.; static reset = function() { #region lightDir_count = 0; lightDir_direction = []; lightDir_color = []; lightDir_intensity = []; lightDir_shadow_count = 0; lightDir_shadow = []; lightDir_shadowMap = []; lightDir_viewMat = []; lightDir_projMat = []; lightDir_shadowBias = []; lightPnt_count = 0; lightPnt_position = []; lightPnt_color = []; lightPnt_intensity = []; lightPnt_radius = []; lightPnt_shadow_count = 0; lightPnt_shadow = []; lightPnt_shadowMap = []; lightPnt_viewMat = []; lightPnt_projMat = []; lightPnt_shadowBias = []; } reset(); #endregion static submit = function(object, shader = noone) { D3DSCENE_PRESUBMIT object.submit (self, shader); D3DSCENE_POSTSUBMIT } static submitUI = function(object, shader = noone) { D3DSCENE_PRESUBMIT object.submitUI (self, shader); D3DSCENE_POSTSUBMIT } static submitSel = function(object, shader = noone) { D3DSCENE_PRESUBMIT object.submitSel (self, shader); D3DSCENE_POSTSUBMIT } static submitShader = function(object, shader = noone) { D3DSCENE_PRESUBMIT object.submitShader (self, shader); D3DSCENE_POSTSUBMIT } static deferPass = function(object, w, h, deferData = noone) { #region if(deferData == noone) deferData = { geometry_data: [ noone, noone, noone ], ssao : noone, }; geometryPass(deferData, object, w, h); ssaoPass(deferData); return deferData; } #endregion static renderBackground = function(w, h, surf = noone) { #region surf = surface_verify(surf, w, h); surface_set_shader(surf, sh_d3d_background); shader_set_color("light_ambient", lightAmbient); shader_set_f("cameraPosition", camera.position.toArray()); shader_set_i("env_use_mapping", is_surface(enviroment_map) ); shader_set_surface("env_map", enviroment_map ); shader_set_dim("env_map_dimension", enviroment_map ); camera.setMatrix(); camera.applyCamera(); gpu_set_cullmode(cull_noculling); var _s = (camera.view_near + camera.view_far) / 2; matrix_set(matrix_world, matrix_build(camera.position.x, camera.position.y, camera.position.z, 0, 0, 0, _s, _s, _s)); vertex_submit(global.SKY_SPHERE.VB[0], pr_trianglelist, -1); matrix_set(matrix_world, matrix_build_identity()); surface_reset_shader(); return surf; } #endregion static geometryPass = function(deferData, object, w = 512, h = 512) { #region deferData.geometry_data[0] = surface_verify(deferData.geometry_data[0], w, h, surface_rgba32float); deferData.geometry_data[1] = surface_verify(deferData.geometry_data[1], w, h, surface_rgba32float); deferData.geometry_data[2] = surface_verify(deferData.geometry_data[2], w, h, surface_rgba32float); surface_set_target_ext(0, deferData.geometry_data[0]); surface_set_target_ext(1, deferData.geometry_data[1]); surface_set_target_ext(2, deferData.geometry_data[2]); gpu_set_zwriteenable(true); gpu_set_ztestenable(true); gpu_set_alphatestenable(true); DRAW_CLEAR camera.setMatrix(); camera.applyCamera(); gpu_set_cullmode(cull_mode); shader_set(sh_d3d_geometry); shader_set_f("planeNear", camera.view_near); shader_set_f("planeFar", camera.view_far); submit(object, sh_d3d_geometry); shader_reset(); gpu_set_ztestenable(false); gpu_set_alphatestenable(false); surface_reset_target(); if(defer_normal_radius) { var _normal_blurred = surface_create_size(deferData.geometry_data[2], surface_rgba32float); surface_set_shader(_normal_blurred, sh_d3d_normal_blur); shader_set_f("radius", defer_normal_radius); shader_set_dim("dimension", deferData.geometry_data[2]); draw_surface_safe(deferData.geometry_data[2]); surface_reset_shader(); surface_free(deferData.geometry_data[2]); deferData.geometry_data[2] = _normal_blurred; } } #endregion static ssaoPass = function(deferData) { #region if(!ssao_enabled) return; var _sw = surface_get_width_safe(deferData.geometry_data[0]); var _sh = surface_get_height_safe(deferData.geometry_data[0]); var _ssao_surf = surface_create(_sw, _sh); surface_set_shader(_ssao_surf, sh_d3d_ssao); shader_set_surface("vPosition", deferData.geometry_data[0]); shader_set_surface("vNormal", deferData.geometry_data[2]); shader_set_f("radius", ssao_radius); shader_set_f("bias", ssao_bias); shader_set_f("strength", ssao_strength * 2); shader_set_f("projMatrix", camera.getCombinedMatrix()); shader_set_f("cameraPosition", camera.position.toArray()); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _sw, _sh); surface_reset_shader(); deferData.ssao = surface_verify(deferData.ssao, _sw, _sh); surface_set_shader(deferData.ssao, sh_d3d_ssao_blur); shader_set_f("dimension", _sw, _sh); shader_set_surface("vNormal", deferData.geometry_data[2]); draw_surface_safe(_ssao_surf); surface_reset_shader(); surface_free(_ssao_surf); } #endregion static apply = function(deferData = noone) { #region shader_set(sh_d3d_default); #region ---- background ---- shader_set_f("light_ambient", colToVec4(lightAmbient)); shader_set_i("env_use_mapping", is_surface(enviroment_map) ); shader_set_surface("env_map", enviroment_map, false, true ); shader_set_dim("env_map_dimension", enviroment_map ); if(deferData != noone) shader_set_surface("ao_map", deferData.ssao ); #endregion shader_set_i("light_dir_count", lightDir_count); #region if(lightDir_count) { shader_set_f("light_dir_direction", lightDir_direction); shader_set_f("light_dir_color", lightDir_color); shader_set_f("light_dir_intensity", lightDir_intensity); shader_set_i("light_dir_shadow_active", lightDir_shadow); for( var i = 0, n = array_length(lightDir_shadowMap); i < n; i++ ) shader_set_surface($"light_dir_shadowmap_{i}", lightDir_shadowMap[i], true); shader_set_f("light_dir_view", lightDir_viewMat); shader_set_f("light_dir_proj", lightDir_projMat); shader_set_f("light_dir_shadow_bias", lightDir_shadowBias); } #endregion shader_set_i("light_pnt_count", lightPnt_count); #region if(lightPnt_count) { shader_set_f("light_pnt_position", lightPnt_position); shader_set_f("light_pnt_color", lightPnt_color); shader_set_f("light_pnt_intensity", lightPnt_intensity); shader_set_f("light_pnt_radius", lightPnt_radius); shader_set_i("light_pnt_shadow_active", lightPnt_shadow); for( var i = 0, n = array_length(lightPnt_shadowMap); i < n; i++ ) shader_set_surface($"light_pnt_shadowmap_{i}", lightPnt_shadowMap[i], true, true); shader_set_f("light_pnt_view", lightPnt_viewMat); shader_set_f("light_pnt_proj", lightPnt_projMat); shader_set_f("light_pnt_shadow_bias", lightPnt_shadowBias); } #endregion if(defer_normal && deferData != noone && array_length(deferData.geometry_data) > 2) { shader_set_i("mat_defer_normal", 1); shader_set_surface("mat_normal_map", deferData.geometry_data[2]); } else shader_set_i("mat_defer_normal", 0); #region ---- camera ---- shader_set_f("cameraPosition", camera.position.toArray()); shader_set_i("gammaCorrection", gammaCorrection); shader_set_f("planeNear", camera.view_near); shader_set_f("planeFar", camera.view_far ); shader_set_f("viewProjMat", camera.getCombinedMatrix() ); #endregion //print($"Submitting scene with {lightDir_count} dir, {lightPnt_count} pnt lights."); shader_reset(); } #endregion static addLightDirectional = function(light) { #region if(lightDir_count >= lightDir_max) { noti_warning("Direction light limit exceeded"); return self; } array_append(lightDir_direction, [ light.transform.position.x, light.transform.position.y, light.transform.position.z ]); array_append(lightDir_color, colToVec4(light.color)); array_push(lightDir_intensity, light.intensity); array_push(lightDir_shadow, light.shadow_active); if(light.shadow_active) { if(lightDir_shadow_count < lightDir_shadow_max) { array_push(lightDir_shadowMap, light.shadow_map); lightDir_shadow_count++; } else noti_warning("Direction light shadow caster limit exceeded"); } array_append(lightDir_viewMat, light.shadow_map_view); array_append(lightDir_projMat, light.shadow_map_proj); array_push(lightDir_shadowBias, light.shadow_bias); lightDir_count++; return self; } #endregion static addLightPoint = function(light) { #region if(lightPnt_count >= lightPnt_max) { noti_warning("Point light limit exceeded"); return self; } array_append(lightPnt_position, [ light.transform.position.x, light.transform.position.y, light.transform.position.z ]); array_append(lightPnt_color, colToVec4(light.color)); array_push(lightPnt_intensity, light.intensity); array_push(lightPnt_radius, light.radius); array_push(lightPnt_shadow, light.shadow_active); if(light.shadow_active) { if(lightPnt_shadow_count < lightPnt_shadow_max) { array_push(lightPnt_shadowMap, light.shadow_map); lightPnt_shadow_count++; } else noti_warning("Point light shadow caster limit exceeded"); } array_append(lightPnt_viewMat, light.shadow_map_view); array_append(lightPnt_projMat, light.shadow_map_proj); array_push(lightPnt_shadowBias, light.shadow_bias); lightPnt_count++; return self; } #endregion }