function __3dSurfaceExtrude(surface = noone, height = noone, smooth = false) : __3dObject() constructor { VF = global.VF_POS_NORM_TEX_COL; render_type = pr_trianglelist; self.surface = surface; self.height = height; self.smooth = smooth; surface_w = 1; surface_h = 1; normal_draw_size = 0.05; static getHeight = function(h, gw, gh, i, j) { gml_pragma("forceinline"); var _i = round(i * gw); var _j = round(j * gh); _i = clamp(_i, 0, array_length(h) - 1); _j = clamp(_j, 0, array_length(h[_i]) - 1); return h[_i][_j]; } static initModel = function() { if(!is_surface(surface)) return; var _surface = surface; var _height = height; var ww = surface_get_width_safe(_surface); var hh = surface_get_height_safe(_surface); surface_w = ww; surface_h = hh; var ap = ww / hh; var tw = ap / ww; var th = 1 / hh; var sw = -ap / 2; var sh = 0.5; var useH = is_surface(_height); var fw = 1 / ww; var fh = 1 / hh; #region ---- data prepare ---- if(smooth) { var ts = surface_create(ww, hh); surface_set_shader(ts, sh_3d_extrude_filler); shader_set_f("dimension", ww, hh); draw_surface(_surface, 0, 0); surface_reset_shader(); _surface = ts; if(useH) { var ds = surface_create(ww, hh); surface_set_shader(ds, sh_3d_extrude_filler_depth); shader_set_f("dimension", ww, hh); draw_surface(_height, 0, 0); surface_reset_shader(); _height = ds; } } if(useH) { var hgw = surface_get_width_safe(_height); var hgh = surface_get_height_safe(_height); var hgtW = hgw / ww; var hgtH = hgh / hh; var height_buffer = buffer_create(hgw * hgh * 4, buffer_fixed, 2); buffer_get_surface(height_buffer, _height, 0); buffer_seek(height_buffer, buffer_seek_start, 0); var hei = array_create(hgw, hgh); for( var j = 0; j < hgh; j++ ) for( var i = 0; i < hgw; i++ ) { var cc = buffer_read(height_buffer, buffer_u32); var _b = colorBrightness(cc & ~0b11111111); hei[i][j] = _b; } buffer_delete(height_buffer); } var surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2); buffer_get_surface(surface_buffer, _surface, 0); buffer_seek(surface_buffer, buffer_seek_start, 0); var v = ds_list_create(); var ap = array_create(ww, hh); for( var j = 0; j < hh; j++ ) for( var i = 0; i < ww; i++ ) { var cc = buffer_read(surface_buffer, buffer_u32); var _a = (cc & (0b11111111 << 24)) >> 24; ap[i][j] = _a; } buffer_delete(surface_buffer); #endregion for( var i = 0; i < ww; i++ ) for( var j = 0; j < hh; j++ ) { if(!smooth && ap[i][j] == 0) continue; var i0 = sw + i * tw; var j0 = sh - j * th; var i1 = i0 + tw; var j1 = j0 - th; var tx0 = fw * i, tx1 = tx0 + fw; var ty0 = fh * j, ty1 = ty0 + fh; var dep = (useH? getHeight(hei, hgtW, hgtH, i, j) : 1) * 0.5; ds_list_add(v, new __vertex(i1, j0, -dep).setNormal(0, 0, -1).setUV(tx1, ty0)); ds_list_add(v, new __vertex(i0, j0, -dep).setNormal(0, 0, -1).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i1, j1, -dep).setNormal(0, 0, -1).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i1, j1, -dep).setNormal(0, 0, -1).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i0, j0, -dep).setNormal(0, 0, -1).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i0, j1, -dep).setNormal(0, 0, -1).setUV(tx0, ty1)); ds_list_add(v, new __vertex(i1, j0, dep).setNormal(0, 0, 1).setUV(tx1, ty0)); ds_list_add(v, new __vertex(i1, j1, dep).setNormal(0, 0, 1).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i0, j0, dep).setNormal(0, 0, 1).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i1, j1, dep).setNormal(0, 0, 1).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i0, j1, dep).setNormal(0, 0, 1).setUV(tx0, ty1)); ds_list_add(v, new __vertex(i0, j0, dep).setNormal(0, 0, 1).setUV(tx0, ty0)); if((useH && dep * 2 > getHeight(hei, hgtW, hgtH, i, j - 1)) || (j == 0 || ap[i][j - 1] == 0)) { //y side ds_list_add(v, new __vertex(i0, j0, dep).setNormal(0, 1, 0).setUV(tx1, ty0)); ds_list_add(v, new __vertex(i0, j0, -dep).setNormal(0, 1, 0).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i1, j0, dep).setNormal(0, 1, 0).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i0, j0, -dep).setNormal(0, 1, 0).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i1, j0, -dep).setNormal(0, 1, 0).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i1, j0, dep).setNormal(0, 1, 0).setUV(tx0, ty1)); } if((useH && dep * 2 > getHeight(hei, hgtW, hgtH, i, j + 1)) || (j == hh - 1 || ap[i][j + 1] == 0)) { //y side ds_list_add(v, new __vertex(i0, j1, dep).setNormal(0, -1, 0).setUV(tx1, ty0)); ds_list_add(v, new __vertex(i1, j1, dep).setNormal(0, -1, 0).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i0, j1, -dep).setNormal(0, -1, 0).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i0, j1, -dep).setNormal(0, -1, 0).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i1, j1, dep).setNormal(0, -1, 0).setUV(tx0, ty1)); ds_list_add(v, new __vertex(i1, j1, -dep).setNormal(0, -1, 0).setUV(tx0, ty0)); } if((useH && dep * 2 > getHeight(hei, hgtW, hgtH, i - 1, j)) || (i == 0 || ap[i - 1][j] == 0)) { //x side ds_list_add(v, new __vertex(i0, j0, dep).setNormal(-1, 0, 0).setUV(tx1, ty0)); ds_list_add(v, new __vertex(i0, j1, dep).setNormal(-1, 0, 0).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i0, j0, -dep).setNormal(-1, 0, 0).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i0, j0, -dep).setNormal(-1, 0, 0).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i0, j1, dep).setNormal(-1, 0, 0).setUV(tx0, ty1)); ds_list_add(v, new __vertex(i0, j1, -dep).setNormal(-1, 0, 0).setUV(tx0, ty0)); } if((useH && dep * 2 > getHeight(hei, hgtW, hgtH, i + 1, j)) || (i == ww - 1 || ap[i + 1][j] == 0)) { //x side ds_list_add(v, new __vertex(i1, j0, dep).setNormal(1, 0, 0).setUV(tx1, ty0)); ds_list_add(v, new __vertex(i1, j0, -dep).setNormal(1, 0, 0).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i1, j1, dep).setNormal(1, 0, 0).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i1, j0, -dep).setNormal(1, 0, 0).setUV(tx1, ty1)); ds_list_add(v, new __vertex(i1, j1, -dep).setNormal(1, 0, 0).setUV(tx0, ty0)); ds_list_add(v, new __vertex(i1, j1, dep).setNormal(1, 0, 0).setUV(tx0, ty1)); } } if(smooth) { surface_free(_surface); if(useH) surface_free(_height); } vertex = [ ds_list_to_array(v) ]; ds_list_destroy(v); VB = build(); } initModel(); static onParameterUpdate = initModel; }