2023-02-28 09:43:01 +01:00
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function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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2022-01-13 05:24:03 +01:00
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name = "Normal";
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2024-08-18 06:16:20 +02:00
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newInput(0, nodeValue_Surface("Surface in", self));
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2023-01-25 06:49:00 +01:00
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2024-08-18 06:16:20 +02:00
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newInput(1, nodeValue_Float("Height", self, 1));
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2022-01-13 05:24:03 +01:00
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2024-08-18 09:13:41 +02:00
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newInput(2, nodeValue_Float("Smooth", self, 0, "Include diagonal pixel in normal calculation, which leads to smoother output."))
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2024-03-15 13:38:08 +01:00
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.setDisplay(VALUE_DISPLAY.slider, { range : [ 0, 4, 0.1] });
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2023-01-25 06:49:00 +01:00
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2024-08-18 06:16:20 +02:00
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newInput(3, nodeValue_Bool("Active", self, true));
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2023-02-14 05:32:32 +01:00
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active_index = 3;
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2024-10-28 10:14:57 +01:00
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newInput(4, nodeValue_Bool("Normalize", self, true));
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newInput(5, nodeValue_Bool("Flip X", self, true));
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2023-02-14 05:32:32 +01:00
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input_display_list = [ 3,
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2023-11-08 14:37:51 +01:00
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["Surfaces", false], 0,
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2024-10-28 10:14:57 +01:00
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["Normal", false], 1, 2, 5, 4,
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2023-02-14 05:32:32 +01:00
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]
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2024-09-04 03:57:11 +02:00
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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2022-01-13 05:24:03 +01:00
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2023-03-19 09:17:39 +01:00
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attribute_surface_depth();
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2023-08-17 16:56:54 +02:00
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static processData = 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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2023-01-25 06:49:00 +01:00
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var _smt = _data[2];
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2024-10-28 10:14:57 +01:00
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var _nor = _data[4];
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var _swx = _data[5];
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2022-01-13 05:24:03 +01:00
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2023-03-21 03:01:53 +01:00
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surface_set_shader(_outSurf, sh_normal);
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2024-03-15 13:38:08 +01:00
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gpu_set_texfilter(true);
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2024-10-28 10:14:57 +01:00
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2024-03-15 13:38:08 +01:00
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shader_set_f("dimension", surface_get_dimension(_data[0]), surface_get_height_safe(_data[0]));
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2024-10-28 10:14:57 +01:00
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shader_set_f("height", _hei);
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shader_set_f("smooth", _smt);
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shader_set_i("normal", _nor);
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shader_set_i("swapx", _swx);
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2024-03-15 13:38:08 +01:00
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draw_surface_safe(_data[0]);
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2022-01-13 05:24:03 +01:00
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2024-03-15 13:38:08 +01:00
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gpu_set_texfilter(false);
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2023-03-21 03:01:53 +01:00
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surface_reset_shader();
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2022-01-13 05:24:03 +01:00
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return _outSurf;
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}
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}
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