function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group) constructor { name = "3D Camera"; batch_output = true; object = new __3dCamera_object(); camera = new __3dCamera(); lookat = new __3dGizmoSphere(0.5, c_ltgray, 1); lookLine = noone; lookRad = new __3dGizmoCircleZ(0.5, c_yellow, 0.5); w = 128; scene = new __3dScene(camera); scene.name = "Camera"; deferData = noone; global.SKY_SPHERE = new __3dUVSphere(0.5, 16, 8, true); inputs[| in_d3d + 0] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 60 ) .setDisplay(VALUE_DISPLAY.slider, { range: [ 10, 90, 1 ] }); inputs[| in_d3d + 1] = nodeValue("Clipping Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 10 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| in_d3d + 2] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| in_d3d + 3] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]); inputs[| in_d3d + 4] = nodeValue("Scene", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Scene, noone ) .setVisible(true, true); inputs[| in_d3d + 5] = nodeValue("Ambient Light", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey ); inputs[| in_d3d + 6] = nodeValue("Show Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false ); inputs[| in_d3d + 7] = nodeValue("Backface Culling", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2 ) .setDisplay(VALUE_DISPLAY.enum_button, [ "None", "CW", "CCW" ]); inputs[| in_d3d + 8] = nodeValue("Orthographic Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1 ) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] }); inputs[| in_d3d + 9] = nodeValue("Postioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Position + Rotation", "Position + Lookat", "Lookat + Rotation" ] ); inputs[| in_d3d + 10] = nodeValue("Lookat Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector); inputs[| in_d3d + 11] = nodeValue("Roll", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setDisplay(VALUE_DISPLAY.rotation); inputs[| in_d3d + 12] = nodeValue("Horizontal Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setDisplay(VALUE_DISPLAY.rotation); inputs[| in_d3d + 13] = nodeValue("Vertical Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45 ) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 1] }); inputs[| in_d3d + 14] = nodeValue("Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4 ); inputs[| in_d3d + 15] = nodeValue("Gamma Adjust", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false ); inputs[| in_d3d + 16] = nodeValue("Environment Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ); inputs[| in_d3d + 17] = nodeValue("Ambient Occlusion", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false ); inputs[| in_d3d + 18] = nodeValue("AO Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.25 ); inputs[| in_d3d + 19] = nodeValue("AO Bias", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.05 ); inputs[| in_d3d + 20] = nodeValue("AO Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1. ) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] }); inputs[| in_d3d + 21] = nodeValue("Round Normal", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setWindows(); in_cam = ds_list_size(inputs); outputs[| 0] = nodeValue("Rendered", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone ); outputs[| 1] = nodeValue("Normal", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone ) .setVisible(false); outputs[| 2] = nodeValue("Depth", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone ) .setVisible(false); input_display_list = [ in_d3d + 4, ["Output", false], in_d3d + 2, ["Transform", false], in_d3d + 9, 0, 1, in_d3d + 10, in_d3d + 11, in_d3d + 12, in_d3d + 13, in_d3d + 14, ["Camera", true], in_d3d + 3, in_d3d + 0, in_d3d + 1, in_d3d + 8, ["Render", true], in_d3d + 5, in_d3d + 16, in_d3d + 6, in_d3d + 7, in_d3d + 15, ["Ambient Occlusion", true], in_d3d + 17, in_d3d + 20, in_d3d + 18, in_d3d + 19, ["Effects", true], in_d3d + 21, ]; tool_lookat = new NodeTool( "Move Target", THEME.tools_3d_transform_object ); static getToolSettings = function() { #region var _posm = getInputData(in_d3d + 9); switch(_posm) { case 0 : return tool_settings; case 1 : case 2 : return []; } return []; } #endregion static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) { #region var object = getPreviewObjects(); if(array_empty(object)) return; object = object[0]; var _pos = inputs[| 0].getValue(,,, true); var _vpos = new __vec3( _pos[0], _pos[1], _pos[2] ); if(isUsingTool("Transform")) drawGizmoPosition(0, object, _vpos, active, params, _mx, _my, _snx, _sny, _panel); else if(isUsingTool("Rotate")) drawGizmoRotation(1, object, _vpos, active, params, _mx, _my, _snx, _sny, _panel); else if(isUsingTool("Move Target")) { var _lkpos = inputs[| in_d3d + 10].getValue(,,, true); var _lkvpos = new __vec3( _lkpos[0], _lkpos[1], _lkpos[2] ); drawGizmoPosition(in_d3d + 10, noone, _lkvpos, active, params, _mx, _my, _snx, _sny, _panel); } if(drag_axis != noone && mouse_release(mb_left)) { drag_axis = noone; UNDO_HOLDING = false; } #region draw result var _outSurf = outputs[| 0].getValue(); if(is_array(_outSurf)) _outSurf = array_safe_get(_outSurf, 0); if(!is_surface(_outSurf)) return; var _w = _panel.w; var _h = _panel.h - _panel.toolbar_height; var _pw = surface_get_width_safe(_outSurf); var _ph = surface_get_height_safe(_outSurf); var _ps = min(128 / _ph, 160 / _pw); var _pws = _pw * _ps; var _phs = _ph * _ps; var _px = _w - 16 - _pws; var _py = _h - 16 - _phs; draw_surface_ext_safe(_outSurf, _px, _py, _ps, _ps); draw_set_color(COLORS._main_icon); draw_rectangle(_px, _py, _px + _pws, _py + _phs, true); #endregion } #endregion static onValueUpdate = function(index) { #region if(index == in_d3d + 9) PANEL_PREVIEW.tool_current = noone; } #endregion static step = function() { #region var _proj = getInputData(in_d3d + 3); var _posm = getInputData(in_d3d + 9); var _ao = getInputData(in_d3d + 17); inputs[| in_d3d + 0].setVisible(_proj == 0); inputs[| in_d3d + 8].setVisible(_proj == 1); inputs[| 0].setVisible(_posm == 0 || _posm == 1); inputs[| 1].setVisible(_posm == 0); inputs[| in_d3d + 10].setVisible(_posm == 1 || _posm == 2); inputs[| in_d3d + 11].setVisible(_posm == 1); inputs[| in_d3d + 12].setVisible(_posm == 2); inputs[| in_d3d + 13].setVisible(_posm == 2); inputs[| in_d3d + 14].setVisible(_posm == 2); inputs[| in_d3d + 18].setVisible(_ao); inputs[| in_d3d + 19].setVisible(_ao); inputs[| in_d3d + 20].setVisible(_ao); switch(_posm) { case 0 : tools = [ tool_pos, tool_rot ]; break; case 1 : tools = [ tool_pos, tool_lookat ]; tool_attribute.context = 1; break; case 2 : tools = [ tool_lookat ]; tool_attribute.context = 1; break; } } #endregion static preProcessData = function(_data) {} static submitShadow = function() {} static submitShader = function() {} static processData = function(_output, _data, _output_index, _array_index = 0) { #region #region data var _pos = _data[0]; var _rot = _data[1]; var _fov = _data[in_d3d + 0]; var _clip = _data[in_d3d + 1]; var _dim = _data[in_d3d + 2]; var _proj = _data[in_d3d + 3]; var _sobj = _data[in_d3d + 4]; var _ambt = _data[in_d3d + 5]; var _dbg = _data[in_d3d + 6]; var _back = _data[in_d3d + 7]; var _orts = _data[in_d3d + 8]; var _posm = _data[in_d3d + 9]; var _look = _data[in_d3d + 10]; var _roll = _data[in_d3d + 11]; var _hAng = _data[in_d3d + 12]; var _vAng = _data[in_d3d + 13]; var _dist = _data[in_d3d + 14]; var _gamm = _data[in_d3d + 15]; var _env = _data[in_d3d + 16]; var _aoEn = _data[in_d3d + 17]; var _aoRa = _data[in_d3d + 18]; var _aoBi = _data[in_d3d + 19]; var _aoSr = _data[in_d3d + 20]; var _nrmSmt = _data[in_d3d + 21]; var _qi1 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(0, 1, 0), 90); var _qi2 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(1, 0, 0), -90); var _qi3 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(1, 0, 0), 90); #endregion if(_sobj == noone || !struct_has(_sobj, "submit")) return [ noone, noone, noone ]; switch(_posm) { #region ++++ camera positioning ++++ case 0 : camera.useFocus = false; camera.position.set(_pos); camera.rotation.set(_rot[0], _rot[1], _rot[2], _rot[3]); break; case 1 : camera.useFocus = true; camera.position.set(_pos); camera.focus.set(_look); camera.up.set(0, 0, -1); var _for = camera.focus.subtract(camera.position); if(!_for.isZero()) camera.rotation = new BBMOD_Quaternion().FromLookRotation(_for, camera.up).Mul(_qi1).Mul(_qi2); lookat.transform.position.set(_look); lookLine = new __3dGizmoLineDashed(camera.position, camera.focus, 0.25, c_gray, 1); break; case 2 : camera.useFocus = true; camera.focus.set(_look); camera.setFocusAngle(_hAng, _vAng, _dist); camera.setCameraLookRotate(); camera.up = camera.getUp()._multiply(-1); var _for = camera.focus.subtract(camera.position); if(!_for.isZero()) camera.rotation = new BBMOD_Quaternion().FromLookRotation(_for, camera.up.multiply(-1)).Mul(_qi1).Mul(_qi3); lookat.transform.position.set(_look); lookLine = new __3dGizmoLineDashed(camera.position, camera.focus, 0.25, c_gray, 1); var _camRad = camera.position.subtract(camera.focus); var _rad = point_distance(0, 0, _camRad.x, _camRad.y) * 2; lookRad.transform.scale.set(_rad, _rad, 1); lookRad.transform.position.set(new __vec3(camera.focus.x, camera.focus.y, camera.position.z)); break; } #endregion object.transform.position.set(camera.position); object.transform.rotation = camera.rotation.Clone(); object.transform.scale.set(1, _dim[0] / _dim[1], 1); preProcessData(_data); #region camera view project camera.projection = _proj; camera.setViewFov(_fov, _clip[0], _clip[1]); if(_proj == 0) camera.setViewSize(_dim[0], _dim[1]); else if(_proj == 1) camera.setViewSize(1 / _orts, _dim[0] / _dim[1] / _orts); camera.setMatrix(); #endregion #region scene setting scene.camera = camera; scene.lightAmbient = _ambt; scene.gammaCorrection = _gamm; scene.enviroment_map = _env; scene.cull_mode = _back; scene.ssao_enabled = _aoEn; scene.ssao_radius = _aoRa; scene.ssao_bias = _aoBi; scene.ssao_strength = _aoSr; scene.defer_normal_radius = _nrmSmt; scene.draw_background = _dbg; #endregion #region submit var _bgSurf = _dbg? scene.renderBackground(_dim[0], _dim[1]) : noone; _sobj.submitShadow(scene, _sobj); submitShadow(); deferData = scene.deferPass(_sobj, _dim[0], _dim[1], deferData); var _render = outputs[| 0].getValue(); var _normal = outputs[| 1].getValue(); var _depth = outputs[| 2].getValue(); _render = surface_verify(_render, _dim[0], _dim[1]); _normal = surface_verify(_normal, _dim[0], _dim[1]); _depth = surface_verify(_depth , _dim[0], _dim[1]); surface_set_target_ext(0, _render); surface_set_target_ext(1, _normal); surface_set_target_ext(2, _depth ); DRAW_CLEAR gpu_set_zwriteenable(true); gpu_set_ztestenable(true); gpu_set_cullmode(_back); camera.applyCamera(); scene.reset(); scene.submitShader(_sobj); submitShader(); scene.apply(deferData); scene.submit(_sobj); surface_reset_target(); camera.resetCamera(); #endregion #region render var _finalRender = surface_create(_dim[0], _dim[1]); surface_set_target(_finalRender); DRAW_CLEAR BLEND_ALPHA if(_dbg) { draw_surface_safe(_bgSurf, 0, 0); surface_free(_bgSurf); } draw_surface_safe(_render, 0, 0); BLEND_MULTIPLY draw_surface_safe(deferData.ssao); BLEND_NORMAL surface_reset_target(); surface_free(_render); #endregion return [ _finalRender, _normal, _depth ]; } #endregion static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {} static getPreviewObject = function() { #region var _scene = array_safe_get(all_inputs, in_d3d + 4, noone); if(is_array(_scene)) _scene = array_safe_get(_scene, preview_index, noone); return _scene; } #endregion static getPreviewObjects = function() { #region var _posm = getInputData(in_d3d + 9); var _scene = array_safe_get(all_inputs, in_d3d + 4, noone); if(is_array(_scene)) _scene = array_safe_get(_scene, preview_index, noone); switch(_posm) { case 0 : return [ object, _scene ]; case 1 : return [ object, lookat, lookLine, _scene ]; case 2 : return [ object, lookat, lookLine, lookRad, _scene ]; } return [ object, _scene ]; } #endregion static getPreviewObjectOutline = function() { return isUsingTool("Move Target")? [ lookat ] : [ object ]; } static doSerialize = function(_map) { #region _map.camera_base_length = in_cam; } #endregion static postDeserialize = function() { #region var _tlen = struct_try_get(load_map, "camera_base_length", in_d3d + 22); for( var i = _tlen; i < in_cam; i++ ) array_insert(load_map.inputs, i, noone); } #endregion }