Pixel-Composer/scripts/node_noise_cell/node_noise_cell.gml

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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, [ def_surf_size / 2, def_surf_size / 2])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4);
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inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
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inputs[| 4] = nodeValue(4, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell" ]);
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inputs[| 5] = nodeValue(5, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
inputs[| 6] = nodeValue(6, "Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]);
inputs[| 7] = nodeValue(7, "Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]);
inputs[| 8] = nodeValue(8, "Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
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.setDisplay(VALUE_DISPLAY.slider, [1., 10., 0.01]);
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inputs[| 9] = nodeValue(9, "Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [-10., 10., 0.01])
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.setVisible(false);
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input_display_list = [
["Output", false], 0,
["Noise", false], 4, 6, 3, 1, 2,
["Radial", false], 8, 9,
["Rendering", false], 5, 7
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];
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
inputs[| 1].drawOverlay(_active, _x, _y, _s, _mx, _my);
}
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static update = function() {
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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 _con = inputs[| 5].getValue();
var _pat = inputs[| 6].getValue();
var _mid = inputs[| 7].getValue();
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inputs[| 8].setVisible(_pat == 1);
inputs[| 9].setVisible(_pat == 1);
var _rad = inputs[| 8].getValue();
var _sht = inputs[| 9].getValue();
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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;
}
uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_tim = shader_get_uniform(shader, "time");
uniform_con = shader_get_uniform(shader, "contrast");
uniform_pat = shader_get_uniform(shader, "pattern");
uniform_mid = shader_get_uniform(shader, "middle");
uniform_rad = shader_get_uniform(shader, "radiusScale");
uniform_sht = shader_get_uniform(shader, "radiusShatter");
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surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f_array(uniform_dim, _dim);
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shader_set_uniform_f(uniform_tim, _tim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f(uniform_sca, _sca);
shader_set_uniform_f(uniform_con, _con);
shader_set_uniform_f(uniform_mid, _mid);
shader_set_uniform_f(uniform_rad, _rad);
shader_set_uniform_f(uniform_sht, _sht);
shader_set_uniform_i(uniform_pat, _pat);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
}
doUpdate();
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}