mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
285 lines
9.3 KiB
Plaintext
285 lines
9.3 KiB
Plaintext
#region global preview camera
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globalvar D3D_GLOBAL_PREVIEW;
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function set3DGlobalPreview() {
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var d3_view_camera = new __3dCamera();
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d3_view_camera.setViewSize(2, 2);
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d3_view_camera.setFocusAngle(135, 45, 8);
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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));
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d3_view_camera.projection = CAMERA_PROJECTION.orthograph;
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d3_view_camera.setMatrix();
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D3D_GLOBAL_PREVIEW = new __3dScene(d3_view_camera);
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D3D_GLOBAL_PREVIEW.apply_transform = false;
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var d3_scene_light0 = new __3dLightDirectional();
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d3_scene_light0.position.set(-1, -2, 3);
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d3_scene_light0.color = $AAAAAA;
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var d3_scene_light1 = new __3dLightDirectional();
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d3_scene_light1.position.set(1, 2, 3);
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d3_scene_light1.color = $FFFFFF;
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D3D_GLOBAL_PREVIEW.lightAmbient = $404040;
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D3D_GLOBAL_PREVIEW.addLightDirectional(d3_scene_light0);
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D3D_GLOBAL_PREVIEW.addLightDirectional(d3_scene_light1);
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}
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#endregion
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function __3dScene(camera) constructor {
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self.camera = camera;
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name = "New scene";
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apply_transform = true;
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custom_transform = new __vec3();
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custom_scale = new __vec3(1, 1, 1);
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lightAmbient = c_black;
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lightDir_max = 16;
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lightDir_shadow_max = 4;
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lightPnt_max = 16;
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lightPnt_shadow_max = 4;
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cull_mode = cull_noculling;
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enviroment_map = noone;
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gammaCorrection = true;
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show_normal = false;
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geometry_data = [];
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ssao_enabled = false;
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ssao = noone;
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ssao_sample = 32;
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ssao_radius = 0.1;
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ssao_bias = 0.1;
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ssao_strength = 1.;
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static reset = function() { #region
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lightDir_count = 0;
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lightDir_direction = [];
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lightDir_color = [];
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lightDir_intensity = [];
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lightDir_shadow_count = 0;
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lightDir_shadow = [];
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lightDir_shadowMap = [];
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lightDir_viewMat = [];
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lightDir_projMat = [];
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lightDir_shadowBias = [];
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lightPnt_count = 0;
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lightPnt_position = [];
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lightPnt_color = [];
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lightPnt_intensity = [];
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lightPnt_radius = [];
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lightPnt_shadow_count = 0;
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lightPnt_shadow = [];
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lightPnt_shadowMap = [];
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lightPnt_viewMat = [];
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lightPnt_projMat = [];
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lightPnt_shadowBias = [];
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} reset(); #endregion
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static applyCamera = function() { camera.applyCamera(); }
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static resetCamera = function() { camera.resetCamera(); }
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static submit = function(object, shader = noone) { object.submit(self, shader); }
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static submitUI = function(object, shader = noone) { object.submitUI(self, shader); }
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static submitSel = function(object, shader = noone) { object.submitSel(self, shader); }
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static submitShader = function(object, shader = noone) { object.submitShader(self, shader); }
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static deferPass = function(object, w, h) { #region
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geometryPass(object, w, h);
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ssaoPass();
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} #endregion
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static renderBackground = function(w, h) { #region
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var _bgSurf = surface_create(w, h);
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surface_set_shader(_bgSurf, sh_d3d_background);
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shader_set_color("light_ambient", lightAmbient);
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shader_set_f("cameraPosition", camera.position.toArray());
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shader_set_i("env_use_mapping", is_surface(enviroment_map) );
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shader_set_surface("env_map", enviroment_map );
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shader_set_dim("env_map_dimension", enviroment_map );
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camera.setMatrix();
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camera.applyCamera();
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gpu_set_cullmode(cull_noculling);
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var _s = (camera.view_near + camera.view_far) / 2;
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matrix_set(matrix_world, matrix_build(camera.position.x, camera.position.y, camera.position.z, 0, 0, 0, _s, _s, _s));
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vertex_submit(global.SKY_SPHERE.VB[0], pr_trianglelist, -1);
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matrix_set(matrix_world, matrix_build_identity());
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surface_reset_shader();
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return _bgSurf;
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} #endregion
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static geometryPass = function(object, w = 512, h = 512) { #region
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var world = surface_create(w, h, surface_rgba32float);
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var view = surface_create(w, h, surface_rgba32float);
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var normal = surface_create(w, h, surface_rgba32float);
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surface_set_target_ext(0, world);
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surface_set_target_ext(1, view);
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surface_set_target_ext(2, normal);
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gpu_set_zwriteenable(true);
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gpu_set_ztestenable(true);
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DRAW_CLEAR
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camera.setMatrix();
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applyCamera();
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gpu_set_cullmode(cull_mode);
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shader_set(sh_d3d_geometry);
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shader_set_f("planeNear", camera.view_near);
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shader_set_f("planeFar", camera.view_far);
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submit(object, sh_d3d_geometry);
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shader_reset();
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gpu_set_ztestenable(false);
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surface_reset_target();
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geometry_data = [ world, view, normal ];
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} #endregion
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static ssaoPass = function() { #region
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surface_free_safe(ssao);
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if(!ssao_enabled) return;
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var _sw = surface_get_width(geometry_data[0]);
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var _sh = surface_get_height(geometry_data[0]);
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var _ssao_surf = surface_create(_sw, _sh);
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surface_set_shader(_ssao_surf, sh_d3d_ssao);
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shader_set_surface("vPosition", geometry_data[0]);
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shader_set_surface("vNormal", geometry_data[2]);
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shader_set_f("radius", ssao_radius);
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shader_set_f("bias", ssao_bias);
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shader_set_f("strength", ssao_strength * 2);
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shader_set_f("projMatrix", camera.getCombinedMatrix());
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shader_set_f("cameraPosition", camera.position.toArray());
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _sw, _sh);
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surface_reset_shader();
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var _ssao_blur = surface_create(_sw, _sh);
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surface_set_shader(_ssao_blur, sh_d3d_ssao_blur);
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shader_set_f("dimension", _sw, _sh);
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shader_set_surface("vNormal", geometry_data[2]);
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draw_surface_safe(_ssao_surf);
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surface_reset_shader();
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surface_free(_ssao_surf);
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ssao = _ssao_blur;
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} #endregion
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static apply = function() { #region
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shader_set(sh_d3d_default);
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#region ---- background ----
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shader_set_f("light_ambient", colToVec4(lightAmbient));
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shader_set_i("env_use_mapping", is_surface(enviroment_map) );
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shader_set_surface("env_map", enviroment_map, false, true );
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shader_set_dim("env_map_dimension", enviroment_map );
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shader_set_surface("ao_map", ssao );
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#endregion
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shader_set_i("light_dir_count", lightDir_count); #region
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if(lightDir_count) {
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shader_set_f("light_dir_direction", lightDir_direction);
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shader_set_f("light_dir_color", lightDir_color);
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shader_set_f("light_dir_intensity", lightDir_intensity);
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shader_set_i("light_dir_shadow_active", lightDir_shadow);
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for( var i = 0, n = array_length(lightDir_shadowMap); i < n; i++ )
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shader_set_surface($"light_dir_shadowmap_{i}", lightDir_shadowMap[i], true);
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shader_set_f("light_dir_view", lightDir_viewMat);
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shader_set_f("light_dir_proj", lightDir_projMat);
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shader_set_f("light_dir_shadow_bias", lightDir_shadowBias);
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} #endregion
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shader_set_i("light_pnt_count", lightPnt_count); #region
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if(lightPnt_count) {
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shader_set_f("light_pnt_position", lightPnt_position);
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shader_set_f("light_pnt_color", lightPnt_color);
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shader_set_f("light_pnt_intensity", lightPnt_intensity);
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shader_set_f("light_pnt_radius", lightPnt_radius);
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shader_set_i("light_pnt_shadow_active", lightPnt_shadow);
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for( var i = 0, n = array_length(lightPnt_shadowMap); i < n; i++ )
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shader_set_surface($"light_pnt_shadowmap_{i}", lightPnt_shadowMap[i], true, true);
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shader_set_f("light_pnt_view", lightPnt_viewMat);
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shader_set_f("light_pnt_proj", lightPnt_projMat);
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shader_set_f("light_pnt_shadow_bias", lightPnt_shadowBias);
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} #endregion
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#region ---- camera ----
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shader_set_f("cameraPosition", camera.position.toArray());
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shader_set_i("gammaCorrection", gammaCorrection);
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shader_set_f("planeNear", camera.view_near);
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shader_set_f("planeFar", camera.view_far );
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#endregion
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shader_reset();
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} #endregion
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static addLightDirectional = function(light) { #region
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if(lightDir_count >= lightDir_max) {
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noti_warning("Direction light limit exceeded");
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return self;
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}
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array_append(lightDir_direction, [ light.position.x, light.position.y, light.position.z ]);
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array_append(lightDir_color, colToVec4(light.color));
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array_push(lightDir_intensity, light.intensity);
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array_push(lightDir_shadow, light.shadow_active);
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if(light.shadow_active) {
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if(lightDir_shadow_count < lightDir_shadow_max) {
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array_push(lightDir_shadowMap, light.shadow_map);
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lightDir_shadow_count++;
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} else
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noti_warning("Direction light shadow caster limit exceeded");
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}
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array_append(lightDir_viewMat, light.shadow_map_view);
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array_append(lightDir_projMat, light.shadow_map_proj);
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array_push(lightDir_shadowBias, light.shadow_bias);
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lightDir_count++;
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return self;
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} #endregion
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static addLightPoint = function(light) { #region
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if(lightPnt_count >= lightPnt_max) {
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noti_warning("Point light limit exceeded");
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return self;
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}
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array_append(lightPnt_position, [ light.position.x, light.position.y, light.position.z ]);
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array_append(lightPnt_color, colToVec4(light.color));
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array_push(lightPnt_intensity, light.intensity);
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array_push(lightPnt_radius, light.radius);
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array_push(lightPnt_shadow, light.shadow_active);
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if(light.shadow_active) {
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if(lightPnt_shadow_count < lightPnt_shadow_max) {
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array_push(lightPnt_shadowMap, light.shadow_map);
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lightPnt_shadow_count++;
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} else
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noti_warning("Point light shadow caster limit exceeded");
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}
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array_append(lightPnt_viewMat, light.shadow_map_view);
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array_append(lightPnt_projMat, light.shadow_map_proj);
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array_push(lightPnt_shadowBias, light.shadow_bias);
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lightPnt_count++;
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return self;
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} #endregion
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} |