2022-12-13 09:20:36 +01:00
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function Node_Perlin(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
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2022-01-13 05:24:03 +01:00
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name = "Perlin";
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shader = sh_perlin_tiled;
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uniform_dim = shader_get_uniform(shader, "u_resolution");
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uniform_pos = shader_get_uniform(shader, "position");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_ite = shader_get_uniform(shader, "iteration");
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uniform_bri = shader_get_uniform(shader, "bright");
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2022-11-21 06:38:44 +01:00
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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2022-01-13 05:24:03 +01:00
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 5, 5 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue(3, "Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2);
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inputs[| 4] = nodeValue(4, "Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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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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2022-01-18 05:31:19 +01:00
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static update = function() {
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2022-01-13 05:24:03 +01:00
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var _dim = inputs[| 0].getValue();
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var _pos = inputs[| 1].getValue();
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var _sca = inputs[| 2].getValue();
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var _ite = inputs[| 3].getValue();
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var _bri = inputs[| 4].getValue();
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var _outSurf = outputs[| 0].getValue();
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if(!is_surface(_outSurf)) {
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2022-11-01 03:06:03 +01:00
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_outSurf = surface_create_valid(_dim[0], _dim[1]);
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2022-01-13 05:24:03 +01:00
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outputs[| 0].setValue(_outSurf);
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} else
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2022-11-01 03:06:03 +01:00
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surface_size_to(_outSurf, _dim[0], _dim[1]);
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2022-01-13 05:24:03 +01:00
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surface_set_target(_outSurf);
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shader_set(shader);
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shader_set_uniform_f_array(uniform_dim, _dim);
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shader_set_uniform_f_array(uniform_pos, _pos);
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shader_set_uniform_f_array(uniform_sca, _sca);
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shader_set_uniform_f(uniform_bri, _bri);
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shader_set_uniform_i(uniform_ite, _ite);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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shader_reset();
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surface_reset_target();
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}
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2022-01-16 14:28:57 +01:00
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doUpdate();
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2022-01-13 05:24:03 +01:00
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}
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