Pixel-Composer/scripts/node_3d_camera/node_3d_camera.gml
2023-12-07 21:08:09 +07:00

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function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group) constructor {
name = "3D Camera";
batch_output = true;
object = new __3dCamera_object();
camera = new __3dCamera();
lookat = new __3dGizmoSphere(0.5, c_ltgray, 1);
lookLine = noone;
lookRad = new __3dGizmoCircleZ(0.5, c_yellow, 0.5);
w = 128;
scene = new __3dScene(camera);
scene.name = "Camera";
deferData = noone;
global.SKY_SPHERE = new __3dUVSphere(0.5, 16, 8, true);
inputs[| in_d3d + 0] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 60 )
.setDisplay(VALUE_DISPLAY.slider, { range: [ 10, 90, 1 ] });
inputs[| in_d3d + 1] = nodeValue("Clipping Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 10 ] )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| in_d3d + 2] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| in_d3d + 3] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]);
inputs[| in_d3d + 4] = nodeValue("Scene", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Scene, noone )
.setVisible(true, true);
inputs[| in_d3d + 5] = nodeValue("Ambient Light", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey );
inputs[| in_d3d + 6] = nodeValue("Show Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
inputs[| in_d3d + 7] = nodeValue("Backface Culling", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2 )
.setDisplay(VALUE_DISPLAY.enum_button, [ "None", "CW", "CCW" ]);
inputs[| in_d3d + 8] = nodeValue("Orthographic Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1 )
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
inputs[| in_d3d + 9] = nodeValue("Postioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Position + Rotation", "Position + Lookat", "Lookat + Rotation" ] );
inputs[| in_d3d + 10] = nodeValue("Lookat Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| in_d3d + 11] = nodeValue("Roll", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| in_d3d + 12] = nodeValue("Horizontal Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| in_d3d + 13] = nodeValue("Vertical Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45 )
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 1] });
inputs[| in_d3d + 14] = nodeValue("Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4 );
inputs[| in_d3d + 15] = nodeValue("Gamma Adjust", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
inputs[| in_d3d + 16] = nodeValue("Environment Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| in_d3d + 17] = nodeValue("Ambient Occlusion", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
inputs[| in_d3d + 18] = nodeValue("AO Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.25 );
inputs[| in_d3d + 19] = nodeValue("AO Bias", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.05 );
inputs[| in_d3d + 20] = nodeValue("AO Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1. )
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
inputs[| in_d3d + 21] = nodeValue("Round Normal", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
.setWindows();
in_cam = ds_list_size(inputs);
outputs[| 0] = nodeValue("Rendered", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone );
outputs[| 1] = nodeValue("Normal", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone )
.setVisible(false);
outputs[| 2] = nodeValue("Depth", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone )
.setVisible(false);
input_display_list = [ in_d3d + 4,
["Output", false], in_d3d + 2,
["Transform", false], in_d3d + 9, 0, 1, in_d3d + 10, in_d3d + 11, in_d3d + 12, in_d3d + 13, in_d3d + 14,
["Camera", true], in_d3d + 3, in_d3d + 0, in_d3d + 1, in_d3d + 8,
["Render", true], in_d3d + 5, in_d3d + 16, in_d3d + 6, in_d3d + 7, in_d3d + 15,
["Ambient Occlusion", true], in_d3d + 17, in_d3d + 20, in_d3d + 18, in_d3d + 19,
["Effects", true], in_d3d + 21,
];
tool_lookat = new NodeTool( "Move Target", THEME.tools_3d_transform_object );
static getToolSettings = function() { #region
var _posm = getInputData(in_d3d + 9);
switch(_posm) {
case 0 : return tool_settings;
case 1 :
case 2 : return [];
}
return [];
} #endregion
static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) { #region
var object = getPreviewObjects();
if(array_empty(object)) return;
object = object[0];
var _pos = inputs[| 0].getValue(,,, true);
var _vpos = new __vec3( _pos[0], _pos[1], _pos[2] );
if(isUsingTool("Transform")) drawGizmoPosition(0, object, _vpos, active, params, _mx, _my, _snx, _sny, _panel);
else if(isUsingTool("Rotate")) drawGizmoRotation(1, object, _vpos, active, params, _mx, _my, _snx, _sny, _panel);
else if(isUsingTool("Move Target")) {
var _lkpos = inputs[| in_d3d + 10].getValue(,,, true);
var _lkvpos = new __vec3( _lkpos[0], _lkpos[1], _lkpos[2] );
drawGizmoPosition(in_d3d + 10, noone, _lkvpos, active, params, _mx, _my, _snx, _sny, _panel);
}
if(drag_axis != noone && mouse_release(mb_left)) {
drag_axis = noone;
UNDO_HOLDING = false;
}
#region draw result
var _outSurf = outputs[| 0].getValue();
if(is_array(_outSurf)) _outSurf = array_safe_get(_outSurf, 0);
if(!is_surface(_outSurf)) return;
var _w = _panel.w;
var _h = _panel.h - _panel.toolbar_height;
var _pw = surface_get_width_safe(_outSurf);
var _ph = surface_get_height_safe(_outSurf);
var _ps = min(128 / _ph, 160 / _pw);
var _pws = _pw * _ps;
var _phs = _ph * _ps;
var _px = _w - 16 - _pws;
var _py = _h - 16 - _phs;
draw_surface_ext_safe(_outSurf, _px, _py, _ps, _ps);
draw_set_color(COLORS._main_icon);
draw_rectangle(_px, _py, _px + _pws, _py + _phs, true);
#endregion
} #endregion
static onValueUpdate = function(index) { #region
if(index == in_d3d + 9) PANEL_PREVIEW.tool_current = noone;
} #endregion
static step = function() { #region
var _proj = getInputData(in_d3d + 3);
var _posm = getInputData(in_d3d + 9);
var _ao = getInputData(in_d3d + 17);
inputs[| in_d3d + 0].setVisible(_proj == 0);
inputs[| in_d3d + 8].setVisible(_proj == 1);
inputs[| 0].setVisible(_posm == 0 || _posm == 1);
inputs[| 1].setVisible(_posm == 0);
inputs[| in_d3d + 10].setVisible(_posm == 1 || _posm == 2);
inputs[| in_d3d + 11].setVisible(_posm == 1);
inputs[| in_d3d + 12].setVisible(_posm == 2);
inputs[| in_d3d + 13].setVisible(_posm == 2);
inputs[| in_d3d + 14].setVisible(_posm == 2);
inputs[| in_d3d + 18].setVisible(_ao);
inputs[| in_d3d + 19].setVisible(_ao);
inputs[| in_d3d + 20].setVisible(_ao);
switch(_posm) {
case 0 :
tools = [ tool_pos, tool_rot ];
break;
case 1 :
tools = [ tool_pos, tool_lookat ];
tool_attribute.context = 1;
break;
case 2 :
tools = [ tool_lookat ];
tool_attribute.context = 1;
break;
}
} #endregion
static preProcessData = function(_data) {}
static submitShadow = function() {}
static submitShader = function() {}
static processData = function(_output, _data, _output_index, _array_index = 0) { #region
#region data
var _pos = _data[0];
var _rot = _data[1];
var _fov = _data[in_d3d + 0];
var _clip = _data[in_d3d + 1];
var _dim = _data[in_d3d + 2];
var _proj = _data[in_d3d + 3];
var _sobj = _data[in_d3d + 4];
var _ambt = _data[in_d3d + 5];
var _dbg = _data[in_d3d + 6];
var _back = _data[in_d3d + 7];
var _orts = _data[in_d3d + 8];
var _posm = _data[in_d3d + 9];
var _look = _data[in_d3d + 10];
var _roll = _data[in_d3d + 11];
var _hAng = _data[in_d3d + 12];
var _vAng = _data[in_d3d + 13];
var _dist = _data[in_d3d + 14];
var _gamm = _data[in_d3d + 15];
var _env = _data[in_d3d + 16];
var _aoEn = _data[in_d3d + 17];
var _aoRa = _data[in_d3d + 18];
var _aoBi = _data[in_d3d + 19];
var _aoSr = _data[in_d3d + 20];
var _nrmSmt = _data[in_d3d + 21];
var _qi1 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(0, 1, 0), 90);
var _qi2 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(1, 0, 0), -90);
var _qi3 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(1, 0, 0), 90);
#endregion
if(_sobj == noone || !struct_has(_sobj, "submit")) return [ noone, noone, noone ];
switch(_posm) { #region ++++ camera positioning ++++
case 0 :
camera.useFocus = false;
camera.position.set(_pos);
camera.rotation.set(_rot[0], _rot[1], _rot[2], _rot[3]);
break;
case 1 :
camera.useFocus = true;
camera.position.set(_pos);
camera.focus.set(_look);
camera.up.set(0, 0, -1);
var _for = camera.focus.subtract(camera.position);
if(!_for.isZero())
camera.rotation = new BBMOD_Quaternion().FromLookRotation(_for, camera.up).Mul(_qi1).Mul(_qi2);
lookat.transform.position.set(_look);
lookLine = new __3dGizmoLineDashed(camera.position, camera.focus, 0.25, c_gray, 1);
break;
case 2 :
camera.useFocus = true;
camera.focus.set(_look);
camera.setFocusAngle(_hAng, _vAng, _dist);
camera.setCameraLookRotate();
camera.up = camera.getUp()._multiply(-1);
var _for = camera.focus.subtract(camera.position);
if(!_for.isZero()) camera.rotation = new BBMOD_Quaternion().FromLookRotation(_for, camera.up.multiply(-1)).Mul(_qi1).Mul(_qi3);
lookat.transform.position.set(_look);
lookLine = new __3dGizmoLineDashed(camera.position, camera.focus, 0.25, c_gray, 1);
var _camRad = camera.position.subtract(camera.focus);
var _rad = point_distance(0, 0, _camRad.x, _camRad.y) * 2;
lookRad.transform.scale.set(_rad, _rad, 1);
lookRad.transform.position.set(new __vec3(camera.focus.x, camera.focus.y, camera.position.z));
break;
} #endregion
object.transform.position.set(camera.position);
object.transform.rotation = camera.rotation.Clone();
object.transform.scale.set(1, _dim[0] / _dim[1], 1);
preProcessData(_data);
#region camera view project
camera.projection = _proj;
camera.setViewFov(_fov, _clip[0], _clip[1]);
if(_proj == 0) camera.setViewSize(_dim[0], _dim[1]);
else if(_proj == 1) camera.setViewSize(1 / _orts, _dim[0] / _dim[1] / _orts);
camera.setMatrix();
#endregion
#region scene setting
scene.camera = camera;
scene.lightAmbient = _ambt;
scene.gammaCorrection = _gamm;
scene.enviroment_map = _env;
scene.cull_mode = _back;
scene.ssao_enabled = _aoEn;
scene.ssao_radius = _aoRa;
scene.ssao_bias = _aoBi;
scene.ssao_strength = _aoSr;
scene.defer_normal_radius = _nrmSmt;
scene.draw_background = _dbg;
#endregion
#region submit
var _bgSurf = _dbg? scene.renderBackground(_dim[0], _dim[1]) : noone;
_sobj.submitShadow(scene, _sobj);
submitShadow();
deferData = scene.deferPass(_sobj, _dim[0], _dim[1], deferData);
var _render = outputs[| 0].getValue();
var _normal = outputs[| 1].getValue();
var _depth = outputs[| 2].getValue();
_render = surface_verify(_render, _dim[0], _dim[1]);
_normal = surface_verify(_normal, _dim[0], _dim[1]);
_depth = surface_verify(_depth , _dim[0], _dim[1]);
surface_set_target_ext(0, _render);
surface_set_target_ext(1, _normal);
surface_set_target_ext(2, _depth );
DRAW_CLEAR
gpu_set_zwriteenable(true);
gpu_set_ztestenable(true);
gpu_set_cullmode(_back);
camera.applyCamera();
scene.reset();
scene.submitShader(_sobj);
submitShader();
scene.apply(deferData);
scene.submit(_sobj);
surface_reset_target();
camera.resetCamera();
#endregion
#region render
var _finalRender = surface_create(_dim[0], _dim[1]);
surface_set_target(_finalRender);
DRAW_CLEAR
BLEND_ALPHA
if(_dbg) {
draw_surface_safe(_bgSurf, 0, 0);
surface_free(_bgSurf);
}
draw_surface_safe(_render, 0, 0);
BLEND_MULTIPLY
draw_surface_safe(deferData.ssao);
BLEND_NORMAL
surface_reset_target();
surface_free(_render);
#endregion
return [ _finalRender, _normal, _depth ];
} #endregion
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {}
static getPreviewObject = function() { #region
var _scene = array_safe_get(all_inputs, in_d3d + 4, noone);
if(is_array(_scene))
_scene = array_safe_get(_scene, preview_index, noone);
return _scene;
} #endregion
static getPreviewObjects = function() { #region
var _posm = getInputData(in_d3d + 9);
var _scene = array_safe_get(all_inputs, in_d3d + 4, noone);
if(is_array(_scene))
_scene = array_safe_get(_scene, preview_index, noone);
switch(_posm) {
case 0 : return [ object, _scene ];
case 1 : return [ object, lookat, lookLine, _scene ];
case 2 : return [ object, lookat, lookLine, lookRad, _scene ];
}
return [ object, _scene ];
} #endregion
static getPreviewObjectOutline = function() { return isUsingTool("Move Target")? [ lookat ] : [ object ]; }
static doSerialize = function(_map) { #region
_map.camera_base_length = in_cam;
} #endregion
static postDeserialize = function() { #region
var _tlen = struct_try_get(load_map, "camera_base_length", in_d3d + 22);
for( var i = _tlen; i < in_cam; i++ )
array_insert(load_map.inputs, i, noone);
} #endregion
}