mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 06:56:45 +01:00
126 lines
No EOL
4.3 KiB
Text
126 lines
No EOL
4.3 KiB
Text
function __3dLightPoint() : __3dLight() constructor {
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color = c_white;
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intensity = 1;
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radius = 10;
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shadow_mapper = sh_d3d_shadow_depth;
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shadow_map_size = 512;
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shadow_map_views = array_create(6);
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shadow_maps = array_create(6);
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static submitSel = function(params = {}) {
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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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}
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static submitShader = function(params = {}) { params.addLightPoint(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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0.6, 0.6, 0.6);
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var ran = matrix_build(0, 0, 0,
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0, 0, 0,
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radius * 2, radius * 2, radius * 2);
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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_push(ran);
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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(index = 0) { #region
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//print($"Projecting cube face {index} to {shadow_maps[index]} with view {shadow_map_views[index]}")
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surface_set_target(shadow_maps[index]);
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draw_clear(c_black);
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shader_set(shadow_mapper);
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gpu_set_ztestenable(true);
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camera_set_view_mat(shadow_map_camera, shadow_map_views[index]);
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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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static submitShadow = function(scene, objects) { #region
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if(!shadow_active) return;
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for( var i = 0; i < 6; i++ )
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shadow_maps[i] = surface_verify(shadow_maps[i], shadow_map_size, shadow_map_size, surface_r32float);
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var position = transform.position;
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shadow_map_views = array_create(6);
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shadow_map_views[0] = matrix_build_lookat(position.x, position.y, position.z, position.x + 1, position.y, position.z, 0, 0, -1);
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shadow_map_views[1] = matrix_build_lookat(position.x, position.y, position.z, position.x - 1, position.y, position.z, 0, 0, -1);
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shadow_map_views[2] = matrix_build_lookat(position.x, position.y, position.z, position.x, position.y + 1, position.z, 0, 0, -1);
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shadow_map_views[3] = matrix_build_lookat(position.x, position.y, position.z, position.x, position.y - 1, position.z, 0, 0, -1);
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shadow_map_views[4] = matrix_build_lookat(position.x, position.y, position.z, position.x, position.y, position.z + 1, 0, -1, 0);
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shadow_map_views[5] = matrix_build_lookat(position.x, position.y, position.z, position.x, position.y, position.z - 1, 0, 1, 0);
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shadow_map_view = array_merge( shadow_map_views[0], shadow_map_views[1], shadow_map_views[2], shadow_map_views[3], shadow_map_views[4], shadow_map_views[5] );
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shadow_map_proj = matrix_build_projection_perspective_fov(90, 1, .01, radius);
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for( var j = 0; j < 6; j++ ) { ///FUCK There's gotta be a better way to do this in GameMaker
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shadowProjectBegin(j);
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objects.submit(scene, shadow_mapper);
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shadowProjectEnd();
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}
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shadow_map = surface_verify(shadow_map, shadow_map_size * 2, shadow_map_size, surface_rgba32float);
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surface_set_target(shadow_map);
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draw_clear(c_black);
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gpu_set_blendmode_ext(bm_one, bm_one);
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draw_surface(shadow_maps[0], 0, 0);
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draw_surface(shadow_maps[3], shadow_map_size, 0);
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shader_set(sh_channel_R2G);
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draw_surface(shadow_maps[1], 0, 0);
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draw_surface(shadow_maps[4], shadow_map_size, 0);
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shader_reset();
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shader_set(sh_channel_R2B);
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draw_surface(shadow_maps[2], 0, 0);
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draw_surface(shadow_maps[5], shadow_map_size, 0);
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shader_reset();
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gpu_set_blendmode(bm_normal);
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surface_reset_target();
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} #endregion
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} |