Pixel-Composer/scripts/node_noise_cell/node_noise_cell.gml

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2022-01-13 05:24:03 +01:00
function Node_create_Cellular(_x, _y) {
var node = new Node_Cellular(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Cellular(_x, _y) : Node(_x, _y) constructor {
name = "Cellular";
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4);
inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
inputs[| 4] = nodeValue(4, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell", "Rounded" ]);
//inputs[| 5] = nodeValue(5, "Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2);
//inputs[| 5].setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]);
input_display_list = [
["Output", false], 0,
["Noise", false], 4, 3, 1, 2
];
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
function update() {
var _dim = inputs[| 0].getValue();
var _pos = inputs[| 1].getValue();
var _sca = inputs[| 2].getValue();
var _tim = inputs[| 3].getValue();
var _type = inputs[| 4].getValue();
var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
outputs[| 0].setValue(_outSurf);
} else
surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
if(_type == 0) {
shader = sh_cell_noise;
} else if(_type == 1) {
shader = sh_cell_noise_edge;
} else if(_type == 2) {
shader = sh_cell_noise_random;
} else if(_type == 2) {
shader = sh_cell_noise_round;
}
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_tim = shader_get_uniform(shader, "time");
surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f(uniform_tim, _tim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f(uniform_sca, _sca);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
}
update();
}