mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
127 lines
4.2 KiB
Plaintext
127 lines
4.2 KiB
Plaintext
function Node_RM_Render(_x, _y, _group = noone) : Node_RM(_x, _y, _group) constructor {
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name = "RM Render";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 1] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ])
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.setVisible(false, false);
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inputs[| 2] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
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inputs[| 3] = nodeValue("Ortho Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 5.)
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inputs[| 4] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 3, 6 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 5] = nodeValue("Depth", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 6] = nodeValue("Draw BG", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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inputs[| 7] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 8] = nodeValue("Ambient Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 9] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -.5, -.5, 1 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 10] = nodeValue("Environment", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, false);
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inputs[| 11] = nodeValue("Camera Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 30, 45, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 12] = nodeValue("Camera Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 13] = nodeValue("SDF Object", self, JUNCTION_CONNECT.input, VALUE_TYPE.sdf, {})
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.setVisible(true, true);
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 0, 13,
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["Camera", false], 11, 12, 1, 2, 3, 4, 5,
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["Render", false], 6, 7, 8, 10, 9,
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]
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temp_surface = [ 0, 0 ];
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environ = new RM_Environment();
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object = noone;
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static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) {}
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static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
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var _dim = _data[0];
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var _pro = _data[1];
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var _fov = _data[2];
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var _ort = _data[3];
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var _vrn = _data[4];
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var _dep = _data[5];
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var _bgd = _data[6];
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var _enc = _data[7];
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var _amb = _data[8];
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var _lig = _data[9];
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var _env = _data[10];
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var _crt = _data[11];
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var _csa = _data[12];
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var _shp = _data[13];
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if(!is_instanceof(_shp, RM_Object)) return _outSurf;
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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for (var i = 0, n = array_length(temp_surface); i < n; i++)
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temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192);
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var tx = 1024;
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surface_set_shader(temp_surface[0]);
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draw_surface_stretched_safe(_env, tx * 0, tx * 0, tx, tx);
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surface_reset_shader();
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object = _shp;
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object.flatten();
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object.setTexture(temp_surface[1]);
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environ.surface = temp_surface[0];
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environ.bgEnv = _env;
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environ.projection = _ort;
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environ.fov = _fov;
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environ.orthoScale = _ort;
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environ.viewRange = _vrn;
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environ.depthInt = _dep;
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environ.bgColor = _enc;
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environ.bgDraw = _bgd;
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environ.ambInten = _amb;
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environ.light = _lig;
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gpu_set_texfilter(true);
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surface_set_shader(_outSurf, sh_rm_primitive);
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shader_set_f("camRotation", _crt);
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shader_set_f("camScale", _csa);
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shader_set_f("camRatio", _dim[0] / _dim[1]);
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environ.apply();
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object.apply();
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
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surface_reset_shader();
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gpu_set_texfilter(false);
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return _outSurf;
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}
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} |