Pixel-Composer/scripts/node_2d_light/node_2d_light.gml

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enum LIGHT_SHAPE_2D {
point,
line,
line_asym,
spot
}
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function Node_2D_light(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "2D Light";
batch_output = false;
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shader = sh_2d_light;
uniform_colr = shader_get_uniform(shader, "color");
uniform_intn = shader_get_uniform(shader, "intensity");
uniform_band = shader_get_uniform(shader, "band");
uniform_attn = shader_get_uniform(shader, "atten");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Light shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Point", s_node_2d_light_shape, 0),
new scrollItem("Line", s_node_2d_light_shape, 1),
new scrollItem("Line asymmetric", s_node_2d_light_shape, 2),
new scrollItem("Spot", s_node_2d_light_shape, 3), ]);
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inputs[| 2] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 16, 16 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 3] = nodeValue("Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16);
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inputs[| 4] = nodeValue("Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 5] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 6] = nodeValue("Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 16, 16 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 7] = nodeValue("Finish", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 32, 16 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 8] = nodeValue("Sweep", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 15)
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.setDisplay(VALUE_DISPLAY.slider, { range: [-80, 80, 0.1] });
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inputs[| 9] = nodeValue("Sweep end", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [-80, 80, 0.1] });
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inputs[| 10] = nodeValue("Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
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inputs[| 11] = nodeValue("Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Control how light fade out over distance.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Quadratic", s_node_curve, 0),
new scrollItem("Invert quadratic", s_node_curve, 1),
new scrollItem("Linear", s_node_curve, 2), ]);
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inputs[| 12] = nodeValue("Radial banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
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inputs[| 13] = nodeValue("Radial start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 14] = nodeValue("Radial band ratio", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 15] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 15;
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Light only", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 15, 0,
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["Shape", false], 1, 2, 6, 7, 8, 9,
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["Light", false], 3, 4, 5, 12, 13, 14,
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["Render", false], 11, 10
];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
PROCESSOR_OVERLAY_CHECK
var _shape = current_data[1];
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var _hov = false;
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switch(_shape) {
case LIGHT_SHAPE_2D.point :
var pos = current_data[2];
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var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
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var hv = inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv);
var hv = inputs[| 3].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= bool(hv);
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break;
case LIGHT_SHAPE_2D.line :
case LIGHT_SHAPE_2D.line_asym :
case LIGHT_SHAPE_2D.spot :
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var hv = inputs[| 6].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv);
var hv = inputs[| 7].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv);
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break;
}
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return _hov;
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _shape = _data[1];
switch(_shape) {
case LIGHT_SHAPE_2D.point :
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inputs[| 2].setVisible(true);
inputs[| 3].setVisible(true);
inputs[| 6].setVisible(false);
inputs[| 7].setVisible(false);
inputs[| 8].setVisible(false);
inputs[| 9].setVisible(false);
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inputs[| 12].setVisible(true);
inputs[| 13].setVisible(true);
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inputs[| 14].setVisible(true);
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break;
case LIGHT_SHAPE_2D.line :
case LIGHT_SHAPE_2D.line_asym :
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inputs[| 2].setVisible(false);
inputs[| 3].setVisible(true);
inputs[| 6].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 8].setVisible(true);
inputs[| 9].setVisible(_shape == LIGHT_SHAPE_2D.line_asym);
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inputs[| 12].setVisible(false);
inputs[| 13].setVisible(false);
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inputs[| 14].setVisible(false);
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break;
case LIGHT_SHAPE_2D.spot :
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inputs[| 2].setVisible(false);
inputs[| 3].setVisible(false);
inputs[| 6].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 8].setVisible(true);
inputs[| 9].setVisible(false);
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inputs[| 12].setVisible(false);
inputs[| 13].setVisible(false);
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inputs[| 14].setVisible(false);
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break;
}
var _range = _data[3];
var _inten = _data[4];
var _color = _data[5];
var _pos = _data[2];
var _start = _data[6];
var _finis = _data[7];
var _sweep = _data[8];
var _swep2 = _data[9];
var _band = _data[10];
var _attn = _data[11];
surface_set_target(_outSurf);
if(_output_index == 0) {
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DRAW_CLEAR
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draw_surface_safe(_data[0], 0, 0);
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} else
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draw_clear_alpha(c_black, 1);
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BLEND_ADD;
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shader_set(shader);
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gpu_set_colorwriteenable(1, 1, 1, 0);
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shader_set_uniform_f(uniform_intn, _inten * _color_get_alpha(_color));
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shader_set_uniform_f(uniform_band, _band);
shader_set_uniform_f(uniform_attn, _attn);
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shader_set_uniform_f_array_safe(uniform_colr, [ _color_get_red(_color), _color_get_green(_color), _color_get_blue(_color) ]);
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switch(_shape) {
case LIGHT_SHAPE_2D.point :
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var _rbnd = _data[12];
var _rbns = _data[13];
var _rbnr = _data[14];
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if(_rbnd < 2)
draw_circle_color(_pos[0], _pos[1], _range, c_white, c_black, 0);
else {
_rbnd *= 2;
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var bnd_amo = ceil(64 / _rbnd); //band radial per step
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var step = bnd_amo * _rbnd;
var astp = 360 / step;
var ox, oy, nx, ny;
var banding = false;
draw_primitive_begin(pr_trianglelist);
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for( var i = 0; i <= step; i++ ) {
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var dir = _rbns + i * astp;
nx = _pos[0] + lengthdir_x(_range, dir);
ny = _pos[1] + lengthdir_y(_range, dir);
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if(safe_mod(i, bnd_amo) / bnd_amo < _rbnr && i) {
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draw_vertex_color(_pos[0], _pos[1], c_white, 1);
draw_vertex_color(ox, oy, c_black, 1);
draw_vertex_color(nx, ny, c_black, 1);
}
ox = nx;
oy = ny;
}
draw_primitive_end();
}
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break;
case LIGHT_SHAPE_2D.line :
case LIGHT_SHAPE_2D.line_asym :
var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]);
var sq0 = dir + 90 + _sweep;
var sq1 = dir + 90 - ((_shape == LIGHT_SHAPE_2D.line_asym)? _swep2 : _sweep);
var _r = _range / cos(degtorad(_sweep));
var st_sw = [ _start[0] + lengthdir_x(_r, sq0), _start[1] + lengthdir_y(_r, sq0) ];
var fn_sw = [ _finis[0] + lengthdir_x(_r, sq1), _finis[1] + lengthdir_y(_r, sq1) ];
draw_primitive_begin(pr_trianglestrip);
draw_vertex_color(_start[0], _start[1], c_white, 1);
draw_vertex_color(_finis[0], _finis[1], c_white, 1);
draw_vertex_color(st_sw[0], st_sw[1], c_black, 1);
draw_vertex_color(fn_sw[0], fn_sw[1], c_black, 1);
draw_primitive_end();
break;
case LIGHT_SHAPE_2D.spot :
var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]);
var astr = dir - _sweep;
var aend = dir + _sweep;
var stp = 3;
var amo = ceil(_sweep * 2 / stp);
var ran = point_distance(_start[0], _start[1], _finis[0], _finis[1]);
draw_primitive_begin(pr_trianglelist);
for( var i = 0; i < amo; i++ ) {
var a0 = clamp(astr + (i) * stp, astr, aend);
var a1 = clamp(astr + (i + 1) * stp, astr, aend);
draw_vertex_color(_start[0], _start[1], c_white, 1);
draw_vertex_color(_start[0] + lengthdir_x(ran, a0), _start[1] + lengthdir_y(ran, a0), c_black, 1);
draw_vertex_color(_start[0] + lengthdir_x(ran, a1), _start[1] + lengthdir_y(ran, a1), c_black, 1);
}
draw_primitive_end();
break;
}
gpu_set_colorwriteenable(1, 1, 1, 1);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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return _outSurf;
}
}