mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 23:13:53 +01:00
67 lines
2.1 KiB
Plaintext
67 lines
2.1 KiB
Plaintext
function Node_3D_Depth(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "3D Depth";
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inputs[0] = nodeValue_Surface("Base Texture", self);
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inputs[1] = nodeValue_Surface("Depth", self);
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inputs[2] = nodeValue_Vector("Rotation", self, [0, 0, 0] );
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [
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["Texture", false], 0, 1,
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["Camera", false], 2,
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];
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attribute_surface_depth();
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attribute_interpolation();
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _tex = _data[0];
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var _dep = _data[1];
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var _rot = _data[2];
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if(!is_surface(_tex)) return _outSurf;
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if(!is_surface(_dep)) return _outSurf;
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var x_rad = degtorad(_rot[0]);
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var y_rad = degtorad(_rot[1]);
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var z_rad = degtorad(_rot[2]);
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var _cx = cos(y_rad) * cos(z_rad);
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var _cy = (sin(x_rad) * sin(y_rad) * cos(z_rad) - cos(x_rad) * sin(z_rad));
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var _cz = (cos(x_rad) * sin(y_rad) * cos(z_rad) + sin(x_rad) * sin(z_rad));
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var up_x = -sin(x_rad);
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var up_y = cos(x_rad);
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var up_z = 0;
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var right_x = cos(y_rad) * cos(z_rad);
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var right_y = sin(x_rad) * sin(y_rad) * cos(z_rad) - cos(x_rad) * sin(z_rad);
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var right_z = cos(x_rad) * sin(y_rad) * cos(z_rad) + sin(x_rad) * sin(z_rad);
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//print($"POS: {_cx}, {_cy}, {_cz}");
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//print($"UP: {up_x}, {up_y}, {up_z}");
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//print($"RIGHT: {right_x}, {right_y}, {right_z}");
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//print("");
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surface_set_shader(_outSurf, sh_3d_depth);
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DRAW_CLEAR
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shader_set_surface("texMap", _tex);
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shader_set_f("dimension", surface_get_width_safe(_tex), surface_get_height_safe(_tex));
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shader_set_surface("depthMap", _dep);
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shader_set_f("depthDimension", surface_get_width_safe(_dep), surface_get_height_safe(_dep));
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shader_set_f("cameraPos", _cx, _cy, _cz);
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shader_set_f("cameraUp", up_x, up_y, up_z);
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shader_set_f("cameraRight", right_x, right_y, right_z);
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, surface_get_width_safe(_tex), surface_get_height_safe(_tex));
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surface_reset_shader();
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return _outSurf;
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}
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} |