2022-12-13 09:20:36 +01:00
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function Node_Bevel(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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2022-01-13 05:24:03 +01:00
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name = "Bevel";
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2022-12-21 02:30:23 +01:00
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shader = sh_bevel;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_shf = shader_get_uniform(shader, "shift");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_hei = shader_get_uniform(shader, "height");
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2023-01-25 06:49:00 +01:00
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uniform_slp = shader_get_uniform(shader, "slope");
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2022-01-13 05:24:03 +01:00
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4);
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2023-01-25 06:49:00 +01:00
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inputs[| 2] = nodeValue(2, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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2022-01-13 05:24:03 +01:00
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.setDisplay(VALUE_DISPLAY.vector);
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2023-01-17 08:11:55 +01:00
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inputs[| 3] = nodeValue(3, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ] )
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2022-01-13 05:24:03 +01:00
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.setDisplay(VALUE_DISPLAY.vector);
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2023-01-25 06:49:00 +01:00
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inputs[| 4] = nodeValue(4, "Slope", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Linear", "Smooth", "Circular" ]);
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2022-09-21 06:09:40 +02:00
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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2022-01-13 05:24:03 +01:00
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2023-01-25 06:49:00 +01:00
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input_display_list = [
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["Surface", true], 0,
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["Bevel", false], 4, 1,
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["Transform", false], 2, 3,
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];
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2023-01-01 02:06:02 +01:00
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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2022-01-13 05:24:03 +01:00
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var _hei = _data[1];
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var _shf = _data[2];
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var _sca = _data[3];
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2023-01-25 06:49:00 +01:00
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var _slp = _data[4];
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2022-01-13 05:24:03 +01:00
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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2023-01-25 06:49:00 +01:00
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BLEND_OVERRIDE
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2022-01-13 05:24:03 +01:00
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2022-12-21 02:30:23 +01:00
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shader_set(shader);
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2022-01-13 05:24:03 +01:00
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shader_set_uniform_f(uniform_hei, _hei);
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shader_set_uniform_f_array(uniform_shf, _shf);
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shader_set_uniform_f_array(uniform_sca, _sca);
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2023-01-25 06:49:00 +01:00
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shader_set_uniform_i(uniform_slp, _slp);
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2022-01-13 05:24:03 +01:00
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shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
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draw_surface_safe(_data[0], 0, 0);
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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return _outSurf;
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}
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}
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