mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
402 lines
14 KiB
Plaintext
402 lines
14 KiB
Plaintext
function Node_3D_Camera(_x, _y, _group = noone) : Node_3D_Object(_x, _y, _group) constructor {
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name = "3D Camera";
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batch_output = true;
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object = new __3dCamera_object();
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camera = new __3dCamera();
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lookat = new __3dGizmoSphere(0.5, c_ltgray, 1);
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lookLine = noone;
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lookRad = new __3dGizmoCircleZ(0.5, c_yellow, 0.5);
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w = 128;
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scene = new __3dScene(camera);
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scene.name = "Camera";
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deferData = noone;
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global.SKY_SPHERE = new __3dUVSphere(0.5, 16, 8, true);
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inputs[| in_d3d + 0] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 60 )
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 10, 90, 1 ] });
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inputs[| in_d3d + 1] = nodeValue("Clipping Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 10 ] )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| in_d3d + 2] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| in_d3d + 3] = 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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inputs[| in_d3d + 4] = nodeValue("Scene", self, JUNCTION_CONNECT.input, VALUE_TYPE.d3Scene, noone )
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.setVisible(true, true);
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inputs[| in_d3d + 5] = nodeValue("Ambient Light", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey );
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inputs[| in_d3d + 6] = nodeValue("Show Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
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inputs[| in_d3d + 7] = nodeValue("Backface Culling", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2 )
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.setDisplay(VALUE_DISPLAY.enum_button, [ "None", "CW", "CCW" ]);
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inputs[| in_d3d + 8] = nodeValue("Orthographic Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1 )
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
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inputs[| in_d3d + 9] = nodeValue("Postioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Position + Rotation", "Position + Lookat", "Lookat + Rotation" ] );
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inputs[| in_d3d + 10] = nodeValue("Lookat Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| in_d3d + 11] = nodeValue("Roll", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| in_d3d + 12] = nodeValue("Horizontal Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| in_d3d + 13] = nodeValue("Vertical Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45 )
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 90, 1] });
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inputs[| in_d3d + 14] = nodeValue("Distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4 );
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inputs[| in_d3d + 15] = nodeValue("Gamma Adjust", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
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inputs[| in_d3d + 16] = nodeValue("Environment Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
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inputs[| in_d3d + 17] = nodeValue("Ambient Occlusion", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
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inputs[| in_d3d + 18] = nodeValue("AO Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.25 );
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inputs[| in_d3d + 19] = nodeValue("AO Bias", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.05 );
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inputs[| in_d3d + 20] = nodeValue("AO Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1. )
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
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inputs[| in_d3d + 21] = nodeValue("Round Normal", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.setWindows();
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in_cam = ds_list_size(inputs);
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outputs[| 0] = nodeValue("Rendered", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone );
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outputs[| 1] = nodeValue("Normal", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone )
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.setVisible(false);
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outputs[| 2] = nodeValue("Depth", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone )
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.setVisible(false);
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input_display_list = [ in_d3d + 4,
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["Output", false], in_d3d + 2,
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["Transform", false], in_d3d + 9, 0, 1, in_d3d + 10, in_d3d + 11, in_d3d + 12, in_d3d + 13, in_d3d + 14,
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["Camera", true], in_d3d + 3, in_d3d + 0, in_d3d + 1, in_d3d + 8,
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["Render", true], in_d3d + 5, in_d3d + 16, in_d3d + 6, in_d3d + 7, in_d3d + 15,
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["Ambient Occlusion", true], in_d3d + 17, in_d3d + 20, in_d3d + 18, in_d3d + 19,
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["Effects", true], in_d3d + 21,
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];
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tool_lookat = new NodeTool( "Move Target", THEME.tools_3d_transform_object );
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static getToolSettings = function() { #region
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var _posm = getInputData(in_d3d + 9);
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switch(_posm) {
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case 0 : return tool_settings;
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case 1 :
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case 2 : return [];
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}
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return [];
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} #endregion
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static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) { #region
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var object = getPreviewObjects();
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if(array_empty(object)) return;
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object = object[0];
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var _pos = inputs[| 0].getValue(,,, true);
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var _vpos = new __vec3( _pos[0], _pos[1], _pos[2] );
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if(isUsingTool("Transform")) drawGizmoPosition(0, object, _vpos, active, params, _mx, _my, _snx, _sny, _panel);
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else if(isUsingTool("Rotate")) drawGizmoRotation(1, object, _vpos, active, params, _mx, _my, _snx, _sny, _panel);
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else if(isUsingTool("Move Target")) {
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var _lkpos = inputs[| in_d3d + 10].getValue(,,, true);
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var _lkvpos = new __vec3( _lkpos[0], _lkpos[1], _lkpos[2] );
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drawGizmoPosition(in_d3d + 10, noone, _lkvpos, active, params, _mx, _my, _snx, _sny, _panel);
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}
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if(drag_axis != noone && mouse_release(mb_left)) {
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drag_axis = noone;
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UNDO_HOLDING = false;
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}
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#region draw result
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var _outSurf = outputs[| 0].getValue();
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if(is_array(_outSurf)) _outSurf = array_safe_get(_outSurf, 0);
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if(!is_surface(_outSurf)) return;
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var _w = _panel.w;
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var _h = _panel.h - _panel.toolbar_height;
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var _pw = surface_get_width_safe(_outSurf);
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var _ph = surface_get_height_safe(_outSurf);
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var _ps = min(128 / _ph, 160 / _pw);
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var _pws = _pw * _ps;
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var _phs = _ph * _ps;
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var _px = _w - 16 - _pws;
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var _py = _h - 16 - _phs;
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draw_surface_ext_safe(_outSurf, _px, _py, _ps, _ps);
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draw_set_color(COLORS._main_icon);
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draw_rectangle(_px, _py, _px + _pws, _py + _phs, true);
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#endregion
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} #endregion
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static onValueUpdate = function(index) { #region
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if(index == in_d3d + 9) PANEL_PREVIEW.tool_current = noone;
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} #endregion
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static step = function() { #region
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var _proj = getInputData(in_d3d + 3);
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var _posm = getInputData(in_d3d + 9);
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var _ao = getInputData(in_d3d + 17);
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inputs[| in_d3d + 0].setVisible(_proj == 0);
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inputs[| in_d3d + 8].setVisible(_proj == 1);
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inputs[| 0].setVisible(_posm == 0 || _posm == 1);
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inputs[| 1].setVisible(_posm == 0);
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inputs[| in_d3d + 10].setVisible(_posm == 1 || _posm == 2);
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inputs[| in_d3d + 11].setVisible(_posm == 1);
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inputs[| in_d3d + 12].setVisible(_posm == 2);
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inputs[| in_d3d + 13].setVisible(_posm == 2);
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inputs[| in_d3d + 14].setVisible(_posm == 2);
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inputs[| in_d3d + 18].setVisible(_ao);
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inputs[| in_d3d + 19].setVisible(_ao);
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inputs[| in_d3d + 20].setVisible(_ao);
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switch(_posm) {
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case 0 :
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tools = [ tool_pos, tool_rot ];
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break;
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case 1 :
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tools = [ tool_pos, tool_lookat ];
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tool_attribute.context = 1;
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break;
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case 2 :
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tools = [ tool_lookat ];
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tool_attribute.context = 1;
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break;
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}
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} #endregion
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static preProcessData = function(_data) {}
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static submitShadow = function() {}
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static submitShader = function() {}
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static processData = function(_output, _data, _output_index, _array_index = 0) { #region
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#region data
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var _pos = _data[0];
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var _rot = _data[1];
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var _fov = _data[in_d3d + 0];
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var _clip = _data[in_d3d + 1];
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var _dim = _data[in_d3d + 2];
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var _proj = _data[in_d3d + 3];
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var _sobj = _data[in_d3d + 4];
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var _ambt = _data[in_d3d + 5];
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var _dbg = _data[in_d3d + 6];
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var _back = _data[in_d3d + 7];
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var _orts = _data[in_d3d + 8];
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var _posm = _data[in_d3d + 9];
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var _look = _data[in_d3d + 10];
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var _roll = _data[in_d3d + 11];
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var _hAng = _data[in_d3d + 12];
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var _vAng = _data[in_d3d + 13];
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var _dist = _data[in_d3d + 14];
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var _gamm = _data[in_d3d + 15];
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var _env = _data[in_d3d + 16];
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var _aoEn = _data[in_d3d + 17];
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var _aoRa = _data[in_d3d + 18];
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var _aoBi = _data[in_d3d + 19];
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var _aoSr = _data[in_d3d + 20];
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var _nrmSmt = _data[in_d3d + 21];
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var _qi1 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(0, 1, 0), 90);
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var _qi2 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(1, 0, 0), -90);
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var _qi3 = new BBMOD_Quaternion().FromAxisAngle(new BBMOD_Vec3(1, 0, 0), 90);
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#endregion
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if(_sobj == noone || !struct_has(_sobj, "submit")) return [ noone, noone, noone ];
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switch(_posm) { #region ++++ camera positioning ++++
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case 0 :
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camera.useFocus = false;
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camera.position.set(_pos);
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camera.rotation.set(_rot[0], _rot[1], _rot[2], _rot[3]);
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break;
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case 1 :
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camera.useFocus = true;
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camera.position.set(_pos);
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camera.focus.set(_look);
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camera.up.set(0, 0, -1);
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var _for = camera.focus.subtract(camera.position);
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if(!_for.isZero())
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camera.rotation = new BBMOD_Quaternion().FromLookRotation(_for, camera.up).Mul(_qi1).Mul(_qi2);
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lookat.transform.position.set(_look);
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lookLine = new __3dGizmoLineDashed(camera.position, camera.focus, 0.25, c_gray, 1);
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break;
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case 2 :
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camera.useFocus = true;
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camera.focus.set(_look);
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camera.setFocusAngle(_hAng, _vAng, _dist);
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camera.setCameraLookRotate();
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camera.up = camera.getUp()._multiply(-1);
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var _for = camera.focus.subtract(camera.position);
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if(!_for.isZero()) camera.rotation = new BBMOD_Quaternion().FromLookRotation(_for, camera.up.multiply(-1)).Mul(_qi1).Mul(_qi3);
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lookat.transform.position.set(_look);
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lookLine = new __3dGizmoLineDashed(camera.position, camera.focus, 0.25, c_gray, 1);
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var _camRad = camera.position.subtract(camera.focus);
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var _rad = point_distance(0, 0, _camRad.x, _camRad.y) * 2;
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lookRad.transform.scale.set(_rad, _rad, 1);
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lookRad.transform.position.set(new __vec3(camera.focus.x, camera.focus.y, camera.position.z));
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break;
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} #endregion
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object.transform.position.set(camera.position);
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object.transform.rotation = camera.rotation.Clone();
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object.transform.scale.set(1, _dim[0] / _dim[1], 1);
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preProcessData(_data);
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#region camera view project
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camera.projection = _proj;
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camera.setViewFov(_fov, _clip[0], _clip[1]);
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if(_proj == 0) camera.setViewSize(_dim[0], _dim[1]);
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else if(_proj == 1) camera.setViewSize(1 / _orts, _dim[0] / _dim[1] / _orts);
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camera.setMatrix();
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#endregion
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#region scene setting
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scene.camera = camera;
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scene.lightAmbient = _ambt;
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scene.gammaCorrection = _gamm;
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scene.enviroment_map = _env;
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scene.cull_mode = _back;
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scene.ssao_enabled = _aoEn;
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scene.ssao_radius = _aoRa;
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scene.ssao_bias = _aoBi;
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scene.ssao_strength = _aoSr;
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scene.defer_normal_radius = _nrmSmt;
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scene.draw_background = _dbg;
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#endregion
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#region submit
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var _bgSurf = _dbg? scene.renderBackground(_dim[0], _dim[1]) : noone;
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_sobj.submitShadow(scene, _sobj);
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submitShadow();
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deferData = scene.deferPass(_sobj, _dim[0], _dim[1], deferData);
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var _render = outputs[| 0].getValue();
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var _normal = outputs[| 1].getValue();
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var _depth = outputs[| 2].getValue();
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_render = surface_verify(_render, _dim[0], _dim[1]);
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_normal = surface_verify(_normal, _dim[0], _dim[1]);
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_depth = surface_verify(_depth , _dim[0], _dim[1]);
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surface_set_target_ext(0, _render);
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surface_set_target_ext(1, _normal);
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surface_set_target_ext(2, _depth );
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DRAW_CLEAR
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gpu_set_zwriteenable(true);
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gpu_set_ztestenable(true);
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gpu_set_cullmode(_back);
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camera.applyCamera();
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scene.reset();
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scene.submitShader(_sobj);
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submitShader();
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scene.apply(deferData);
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scene.submit(_sobj);
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surface_reset_target();
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camera.resetCamera();
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#endregion
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#region render
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var _finalRender = surface_create(_dim[0], _dim[1]);
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surface_set_target(_finalRender);
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DRAW_CLEAR
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BLEND_ALPHA
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if(_dbg) {
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draw_surface_safe(_bgSurf, 0, 0);
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surface_free(_bgSurf);
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}
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draw_surface_safe(_render, 0, 0);
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BLEND_MULTIPLY
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draw_surface_safe(deferData.ssao);
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BLEND_NORMAL
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surface_reset_target();
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surface_free(_render);
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#endregion
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return [ _finalRender, _normal, _depth ];
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} #endregion
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {}
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static getPreviewObject = function() { #region
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var _scene = array_safe_get(all_inputs, in_d3d + 4, noone);
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if(is_array(_scene))
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_scene = array_safe_get(_scene, preview_index, noone);
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return _scene;
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} #endregion
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static getPreviewObjects = function() { #region
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var _posm = getInputData(in_d3d + 9);
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var _scene = array_safe_get(all_inputs, in_d3d + 4, noone);
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if(is_array(_scene))
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_scene = array_safe_get(_scene, preview_index, noone);
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switch(_posm) {
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case 0 : return [ object, _scene ];
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case 1 : return [ object, lookat, lookLine, _scene ];
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case 2 : return [ object, lookat, lookLine, lookRad, _scene ];
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}
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return [ object, _scene ];
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} #endregion
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static getPreviewObjectOutline = function() { return isUsingTool("Move Target")? [ lookat ] : [ object ]; }
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static doSerialize = function(_map) { #region
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_map.camera_base_length = in_cam;
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} #endregion
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static postDeserialize = function() { #region
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var _tlen = struct_try_get(load_map, "camera_base_length", in_d3d + 22);
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for( var i = _tlen; i < in_cam; i++ )
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array_insert(load_map.inputs, i, noone);
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} #endregion
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} |