Pixel-Composer/scripts/node_displacement/node_displacement.gml

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function Node_create_Displace(_x, _y) {
var node = new Node_Displace(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Displace(_x, _y) : Node_Processor(_x, _y) constructor {
name = "Displace";
shader = sh_displace;
displace_map_sample = shader_get_sampler_index(shader, "map");
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_map_dim = shader_get_uniform(shader, "map_dimension");
uniform_position = shader_get_uniform(shader, "displace");
uniform_strength = shader_get_uniform(shader, "strength");
uniform_mid = shader_get_uniform(shader, "middle");
uniform_rg = shader_get_uniform(shader, "use_rg");
uniform_it = shader_get_uniform(shader, "iterate");
uniform_wrap = shader_get_uniform(shader, "wrap");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 2] = nodeValue(2, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0] )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
inputs[| 4] = nodeValue(4, "Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
inputs[| 5] = nodeValue(5, "Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ]);
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inputs[| 6] = nodeValue(6, "Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 7] = nodeValue(7, "Wrap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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input_display_list = [ 0,
["Displace", false], 1, 3, 4,
["Color", false], 5, 2,
["Algorithm", true], 6, 7
];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static process_data = function(_outSurf, _data, _output_index) {
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switch(_data[5]) {
case 0 :
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inputs[| 2].setVisible(true);
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break;
case 1 :
case 2 :
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inputs[| 2].setVisible(false);
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break;
}
var ww = surface_get_width(_data[0]);
var hh = surface_get_height(_data[0]);
var mw = surface_get_width(_data[1]);
var mh = surface_get_height(_data[1]);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
shader_set(shader);
texture_set_stage(displace_map_sample, surface_get_texture(_data[1]));
shader_set_uniform_f_array(uniform_dim, [ww, hh]);
shader_set_uniform_f_array(uniform_map_dim, [mw, mh]);
shader_set_uniform_f_array(uniform_position, _data[2]);
shader_set_uniform_f(uniform_strength, _data[3]);
shader_set_uniform_f(uniform_mid, _data[4]);
shader_set_uniform_i(uniform_rg, _data[5]);
shader_set_uniform_i(uniform_it, _data[6]);
shader_set_uniform_i(uniform_wrap, _data[7]);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}