mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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163 lines
No EOL
5.1 KiB
Text
163 lines
No EOL
5.1 KiB
Text
#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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gammaCorrection = true;
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static reset = function() {
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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 = .001;
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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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} reset();
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static applyCamera = function() { camera.applyCamera(); }
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static resetCamera = function() { camera.resetCamera(); }
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static apply = function() {
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shader_set(sh_d3d_default);
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shader_set_f("light_ambient", colToVec4(lightAmbient));
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shader_set_i("light_dir_count", lightDir_count);
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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("shadowBias", lightDir_shadowBias);
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}
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shader_set_i("light_pnt_count", lightPnt_count);
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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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}
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shader_set_i("gammaCorrection", gammaCorrection);
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shader_reset();
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}
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static addLightDirectional = function(light) {
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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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lightDir_count++;
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return self;
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}
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static addLightPoint = function(light) {
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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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lightPnt_count++;
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return self;
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}
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} |