Pixel-Composer/scripts/node_noise_tri/node_noise_tri.gml

74 lines
2.5 KiB
Plaintext
Raw Normal View History

2023-02-28 09:43:01 +01:00
function Node_Noise_Tri(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
2023-02-14 07:37:13 +01:00
name = "Triangle Noise";
2023-01-09 03:14:20 +01:00
2023-02-14 07:37:13 +01:00
shader = sh_noise_grid_tri;
2023-01-09 03:14:20 +01:00
uniform_dim = shader_get_uniform(shader, "dimension");
2023-02-14 07:37:13 +01:00
uniform_sed = shader_get_uniform(shader, "seed");
2023-01-09 03:14:20 +01:00
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
2023-02-14 07:37:13 +01:00
uniform_ang = shader_get_uniform(shader, "angle");
2023-01-09 03:14:20 +01:00
2023-02-14 07:37:13 +01:00
uniform_sam = shader_get_uniform(shader, "useSampler");
uniform_samTyp = shader_get_uniform(shader, "sampleMode");
2023-01-09 03:14:20 +01:00
2024-08-07 11:48:39 +02:00
inputs[| 0] = nodeValue_Dimension(self);
2023-01-09 03:14:20 +01:00
inputs[| 1] = nodeValue_Float("Seed", self, seed_random(6))
2024-06-08 06:31:21 +02:00
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
2023-01-09 03:14:20 +01:00
inputs[| 2] = nodeValue_Vector("Position", self, [ 0, 0] );
2023-01-09 03:14:20 +01:00
inputs[| 3] = nodeValue_Vector("Scale", self, [ 4, 4 ] );
2023-02-14 05:32:32 +01:00
2024-08-07 11:48:39 +02:00
inputs[| 4] = nodeValue_Surface("Texture sample", self);
2023-02-14 07:37:13 +01:00
2024-08-07 11:48:39 +02:00
inputs[| 5] = nodeValue_Enum_Scroll("Oversample mode", self, 2, [ "Empty", "Clamp", "Repeat" ]);
2023-01-17 08:11:55 +01:00
2023-01-09 03:14:20 +01:00
input_display_list = [
2023-02-14 07:37:13 +01:00
["Output", false], 0,
["Noise", false], 1, 2, 3,
2023-03-21 03:01:53 +01:00
["Texture", false], 4,
2023-01-09 03:14:20 +01:00
];
outputs[| 0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
2023-01-09 03:14:20 +01:00
2023-03-19 09:17:39 +01:00
attribute_surface_depth();
2023-03-21 03:01:53 +01:00
attribute_oversample();
2023-03-19 09:17:39 +01:00
2024-03-14 14:35:19 +01:00
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
2024-07-02 12:18:32 +02:00
var _hov = false;
var hv = inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
return _hov;
2023-01-09 03:14:20 +01:00
}
2023-08-17 16:56:54 +02:00
static processData = function(_outSurf, _data, _output_index, _array_index) {
2023-01-09 03:14:20 +01:00
var _dim = _data[0];
2023-02-14 07:37:13 +01:00
var _sed = _data[1];
var _pos = _data[2];
var _sca = _data[3];
var _sam = _data[4];
2023-06-13 14:42:06 +02:00
var _samTyp = struct_try_get(attributes, "oversample");
2023-01-09 03:14:20 +01:00
2023-03-19 09:17:39 +01:00
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
2023-01-09 03:14:20 +01:00
surface_set_target(_outSurf);
2023-03-19 09:17:39 +01:00
DRAW_CLEAR
2023-01-09 03:14:20 +01:00
shader_set(shader);
2023-02-14 07:37:13 +01:00
shader_set_uniform_f_array_safe(uniform_dim, [_dim[0], _dim[1]]);
shader_set_uniform_f(uniform_sed, _sed);
shader_set_uniform_f_array_safe(uniform_pos, _pos);
shader_set_uniform_f_array_safe(uniform_sca, _sca);
shader_set_uniform_i(uniform_sam, is_surface(_sam));
shader_set_uniform_i(uniform_samTyp, _samTyp);
2023-01-09 03:14:20 +01:00
2023-02-14 07:37:13 +01:00
if(is_surface(_sam))
2023-03-19 09:17:39 +01:00
draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]);
2023-02-14 07:37:13 +01:00
else
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
2023-01-09 03:14:20 +01:00
shader_reset();
surface_reset_target();
return _outSurf;
}
}