Pixel-Composer/scripts/d3d_scene/d3d_scene.gml
2023-08-28 12:56:00 +02:00

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#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 = false;
var d3_scene_light0 = new __3dLightDirectional();
d3_scene_light0.position.set(-1, -2, 3);
d3_scene_light0.color = $AAAAAA;
var d3_scene_light1 = new __3dLightDirectional();
d3_scene_light1.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
function __3dScene(camera) constructor {
self.camera = camera;
name = "New scene";
apply_transform = true;
custom_transform = new __vec3();
custom_scale = new __vec3(1, 1, 1);
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;
show_normal = false;
geometry_data = [];
ssao_enabled = false;
ssao = noone;
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 applyCamera = function() { camera.applyCamera(); }
static resetCamera = function() { camera.resetCamera(); }
static submit = function(object, shader = noone) { object.submit(self, shader); }
static submitUI = function(object, shader = noone) { object.submitUI(self, shader); }
static submitSel = function(object, shader = noone) { object.submitSel(self, shader); }
static submitShader = function(object, shader = noone) { object.submitShader(self, shader); }
static deferPass = function(object, w, h) { #region
geometryPass(object, w, h);
ssaoPass();
} #endregion
static renderBackground = function(w, h) { #region
var _bgSurf = surface_create(w, h);
surface_set_shader(_bgSurf, 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 _bgSurf;
} #endregion
static geometryPass = function(object, w = 512, h = 512) { #region
var world = surface_create(w, h, surface_rgba32float);
var view = surface_create(w, h, surface_rgba32float);
var normal = surface_create(w, h, surface_rgba32float);
surface_set_target_ext(0, world);
surface_set_target_ext(1, view);
surface_set_target_ext(2, normal);
gpu_set_zwriteenable(true);
gpu_set_ztestenable(true);
DRAW_CLEAR
camera.setMatrix();
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);
surface_reset_target();
geometry_data = [ world, view, normal ];
} #endregion
static ssaoPass = function() { #region
surface_free_safe(ssao);
if(!ssao_enabled) return;
var _sw = surface_get_width(geometry_data[0]);
var _sh = surface_get_height(geometry_data[0]);
var _ssao_surf = surface_create(_sw, _sh);
surface_set_shader(_ssao_surf, sh_d3d_ssao);
shader_set_surface("vPosition", geometry_data[0]);
shader_set_surface("vNormal", 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();
var _ssao_blur = surface_create(_sw, _sh);
surface_set_shader(_ssao_blur, sh_d3d_ssao_blur);
shader_set_f("dimension", _sw, _sh);
shader_set_surface("vNormal", geometry_data[2]);
draw_surface_safe(_ssao_surf);
surface_reset_shader();
surface_free(_ssao_surf);
ssao = _ssao_blur;
} #endregion
static apply = function() { #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 );
shader_set_surface("ao_map", 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
#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 );
#endregion
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.position.x, light.position.y, light.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.position.x, light.position.y, light.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
}