mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
79 lines
No EOL
2.4 KiB
Text
79 lines
No EOL
2.4 KiB
Text
function __3dLightDirectional() : __3dLight() constructor {
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vertex = [[ new __vertex(1, 0, 0, c_white), new __vertex(3, 0, 0, c_white) ]];
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VF = global.VF_POS_COL;
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render_type = pr_linelist;
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VB = build();
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color = c_white;
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intensity = 1;
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transform.position.set(4, 0, 0);
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transform.scale.set(0.6);
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shadow_mapper = sh_d3d_shadow_depth;
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static submitSel = function(params = {}) { #region
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shader_set(sh_d3d_wireframe);
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shader_set_color("blend", color);
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preSubmitVertex(params);
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shader_reset();
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} #endregion
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static submitShader = function(params = {}) { params.addLightDirectional(self); }
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static preSubmitVertex = function(params = {}) { #region
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var _rot = new __rot3(0, 0, 0).lookAt(transform.position, params.camera.position);
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var rot = matrix_build(0, 0, 0,
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_rot.x, _rot.y, _rot.z,
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1, 1, 1);
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var sca = matrix_build(0, 0, 0,
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0, 0, 0,
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transform.scale.x, transform.scale.y, transform.scale.z);
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var pos = matrix_build(transform.position.x, transform.position.y, transform.position.z,
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0, 0, 0,
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1, 1, 1);
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matrix_stack_push(pos);
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matrix_stack_push(rot);
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matrix_set(matrix_world, matrix_stack_top());
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vertex_submit(VB_UI[0], pr_linestrip, -1);
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matrix_stack_push(sca);
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matrix_set(matrix_world, matrix_stack_top());
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vertex_submit(VB_UI[0], pr_linestrip, -1);
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matrix_stack_pop();
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matrix_stack_pop();
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matrix_stack_pop();
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matrix_set(matrix_world, matrix_build_identity());
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} #endregion
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static shadowProjectBegin = function() { #region
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shadow_map = surface_verify(shadow_map, shadow_map_size, shadow_map_size, OS == os_macosx? surface_rgba8unorm : surface_r32float);
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shadow_map_view = matrix_build_lookat(transform.position.x, transform.position.y, transform.position.z, 0, 0, 0, 0, 0, -1);
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shadow_map_proj = matrix_build_projection_ortho(shadow_map_scale, shadow_map_scale, .01, 100);
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surface_set_target(shadow_map);
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draw_clear(c_black);
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shader_set(shadow_mapper);
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shader_set_i("use_8bit", OS == os_macosx);
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gpu_set_ztestenable(true);
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camera_set_view_mat(shadow_map_camera, shadow_map_view);
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camera_set_proj_mat(shadow_map_camera, shadow_map_proj);
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camera_apply(shadow_map_camera);
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} #endregion
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static shadowProjectEnd = function() { #region
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shader_reset();
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surface_reset_target();
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camera_apply(0);
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gpu_set_ztestenable(false);
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} #endregion
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} |