mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
133 lines
3.7 KiB
Plaintext
133 lines
3.7 KiB
Plaintext
function Node_RM_Render(_x, _y, _group = noone) : Node_RM(_x, _y, _group) constructor {
|
|
name = "RM Render";
|
|
|
|
inputs[0] = nodeValue_Dimension(self);
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
inputs[1] = nodeValue_Enum_Button("Projection", self, 0, [ "Perspective", "Orthographic" ]);
|
|
|
|
inputs[2] = nodeValue_Float("FOV", self, 30)
|
|
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
|
|
|
|
inputs[3] = nodeValue_Float("Ortho Scale", self, 5.)
|
|
|
|
inputs[4] = nodeValue_Vec2("View Range", self, [ 3, 6 ]);
|
|
|
|
inputs[5] = nodeValue_Float("Depth", self, 0)
|
|
.setDisplay(VALUE_DISPLAY.slider);
|
|
|
|
inputs[6] = nodeValue_Bool("Draw BG", self, false);
|
|
|
|
inputs[7] = nodeValue_Color("Background", self, c_black);
|
|
|
|
inputs[8] = nodeValue_Float("Ambient Level", self, 0.2)
|
|
.setDisplay(VALUE_DISPLAY.slider);
|
|
|
|
inputs[9] = nodeValue_Vec3("Light Position", self, [ -.4, -.5, 1 ]);
|
|
|
|
inputs[10] = nodeValue_Surface("Environment", self);
|
|
|
|
inputs[11] = nodeValue_Vec3("Camera Rotation", self, [ 30, 45, 0 ]);
|
|
|
|
inputs[12] = nodeValue_Float("Camera Scale", self, 1)
|
|
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
inputs[13] = nodeValue_SDF("SDF Object", self, {})
|
|
.setVisible(true, true);
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
inputs[14] = nodeValue_Bool("Env Interpolation", self, false);
|
|
|
|
outputs[0] = nodeValue_Output("Surface Out", self, VALUE_TYPE.surface, noone);
|
|
|
|
input_display_list = [ 0, 13,
|
|
["Camera", false], 11, 12, 1, 2, 3, 4, 5,
|
|
["Render", false], 6, 7, 8, 10, 14, 9,
|
|
]
|
|
|
|
temp_surface = [ 0, 0 ];
|
|
environ = new RM_Environment();
|
|
object = noone;
|
|
|
|
static drawOverlay3D = function(active, params, _mx, _my, _snx, _sny, _panel) {}
|
|
|
|
static step = function() {
|
|
var _pro = getSingleValue( 1);
|
|
|
|
inputs[3].setVisible(_pro == 1);
|
|
}
|
|
|
|
static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
|
|
var _dim = _data[0];
|
|
|
|
var _pro = _data[1];
|
|
var _fov = _data[2];
|
|
var _ort = _data[3];
|
|
var _vrn = _data[4];
|
|
var _dep = _data[5];
|
|
|
|
var _bgd = _data[6];
|
|
var _enc = _data[7];
|
|
var _amb = _data[8];
|
|
var _lig = _data[9];
|
|
var _env = _data[10];
|
|
var _crt = _data[11];
|
|
var _csa = _data[12];
|
|
|
|
var _shp = _data[13];
|
|
var _eint = _data[14];
|
|
|
|
if(!is_instanceof(_shp, RM_Object)) return _outSurf;
|
|
|
|
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
|
|
|
|
for (var i = 0, n = array_length(temp_surface); i < n; i++)
|
|
temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192);
|
|
|
|
var tx = 1024;
|
|
surface_set_shader(temp_surface[0]);
|
|
gpu_set_tex_filter(_eint);
|
|
draw_surface_stretched_safe(_env, tx * 0, tx * 0, tx, tx);
|
|
gpu_set_tex_filter(false);
|
|
surface_reset_shader();
|
|
|
|
object = _shp;
|
|
object.flatten();
|
|
object.setTexture(temp_surface[1]);
|
|
|
|
environ.surface = temp_surface[0];
|
|
environ.bgEnv = _env;
|
|
environ.envFilter = _eint;
|
|
|
|
environ.projection = _pro;
|
|
environ.fov = _fov;
|
|
environ.orthoScale = _ort;
|
|
environ.viewRange = _vrn;
|
|
environ.depthInt = _dep;
|
|
|
|
environ.bgColor = _enc;
|
|
environ.bgDraw = _bgd;
|
|
environ.ambInten = _amb;
|
|
environ.light = _lig;
|
|
|
|
gpu_set_texfilter(true);
|
|
surface_set_shader(_outSurf, sh_rm_primitive);
|
|
|
|
shader_set_f("camRotation", _crt);
|
|
shader_set_f("camScale", _csa);
|
|
shader_set_f("camRatio", _dim[0] / _dim[1]);
|
|
|
|
environ.apply();
|
|
object.apply();
|
|
|
|
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
|
|
surface_reset_shader();
|
|
gpu_set_texfilter(false);
|
|
|
|
return _outSurf;
|
|
}
|
|
} |