mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-16 07:23:52 +01:00
67 lines
2.1 KiB
Plaintext
67 lines
2.1 KiB
Plaintext
function Node_3D_Depth(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
|
|
name = "3D Depth";
|
|
|
|
newInput(0, nodeValue_Surface("Base Texture", self));
|
|
|
|
newInput(1, nodeValue_Surface("Depth", self));
|
|
|
|
newInput(2, nodeValue_Vec3("Rotation", self, [0, 0, 0] ));
|
|
|
|
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
|
|
|
|
input_display_list = [
|
|
["Texture", false], 0, 1,
|
|
["Camera", false], 2,
|
|
];
|
|
|
|
attribute_surface_depth();
|
|
attribute_interpolation();
|
|
|
|
static processData = function(_outSurf, _data, _output_index, _array_index) {
|
|
var _tex = _data[0];
|
|
var _dep = _data[1];
|
|
var _rot = _data[2];
|
|
|
|
if(!is_surface(_tex)) return _outSurf;
|
|
if(!is_surface(_dep)) return _outSurf;
|
|
|
|
var x_rad = degtorad(_rot[0]);
|
|
var y_rad = degtorad(_rot[1]);
|
|
var z_rad = degtorad(_rot[2]);
|
|
|
|
var _cx = cos(y_rad) * cos(z_rad);
|
|
var _cy = (sin(x_rad) * sin(y_rad) * cos(z_rad) - cos(x_rad) * sin(z_rad));
|
|
var _cz = (cos(x_rad) * sin(y_rad) * cos(z_rad) + sin(x_rad) * sin(z_rad));
|
|
|
|
var up_x = -sin(x_rad);
|
|
var up_y = cos(x_rad);
|
|
var up_z = 0;
|
|
|
|
var right_x = cos(y_rad) * cos(z_rad);
|
|
var right_y = sin(x_rad) * sin(y_rad) * cos(z_rad) - cos(x_rad) * sin(z_rad);
|
|
var right_z = cos(x_rad) * sin(y_rad) * cos(z_rad) + sin(x_rad) * sin(z_rad);
|
|
|
|
//print($"POS: {_cx}, {_cy}, {_cz}");
|
|
//print($"UP: {up_x}, {up_y}, {up_z}");
|
|
//print($"RIGHT: {right_x}, {right_y}, {right_z}");
|
|
//print("");
|
|
|
|
surface_set_shader(_outSurf, sh_3d_depth);
|
|
DRAW_CLEAR
|
|
|
|
shader_set_surface("texMap", _tex);
|
|
shader_set_f("dimension", surface_get_width_safe(_tex), surface_get_height_safe(_tex));
|
|
|
|
shader_set_surface("depthMap", _dep);
|
|
shader_set_f("depthDimension", surface_get_width_safe(_dep), surface_get_height_safe(_dep));
|
|
|
|
shader_set_f("cameraPos", _cx, _cy, _cz);
|
|
shader_set_f("cameraUp", up_x, up_y, up_z);
|
|
shader_set_f("cameraRight", right_x, right_y, right_z);
|
|
|
|
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, surface_get_width_safe(_tex), surface_get_height_safe(_tex));
|
|
surface_reset_shader();
|
|
|
|
return _outSurf;
|
|
}
|
|
} |