Pixel-Composer/scripts/node_shadow_cast/node_shadow_cast.gml

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function Node_Shadow_Cast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Cast Shadow";
batch_output = false;
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newInput(0, nodeValue_Surface("Background", self));
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newInput(1, nodeValue_Surface("Solid", self));
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newInput(2, nodeValue_Vec2("Light Position", self, [ 0, 0 ]))
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.setUnitRef(function(index) {
var _surf = getInputData(0);
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if(is_array(_surf) && array_length(_surf) == 0)
return [1, 1];
if(is_array(_surf))
_surf = _surf[0];
if(!is_surface(_surf))
return [1, 1];
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return [ surface_get_width_safe(_surf), surface_get_height_safe(_surf) ];
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}, VALUE_UNIT.reference);
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newInput(3, nodeValue_Float("Soft light radius", self, 1))
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] });
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newInput(4, nodeValue_Int("Light density", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] });
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newInput(5, nodeValue_Enum_Scroll("Light type", self, 0, [ new scrollItem("Point", s_node_shadow_type, 0),
new scrollItem("Sun", s_node_shadow_type, 1) ]));
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newInput(6, nodeValue_Color("Ambient color", self, c_grey));
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newInput(7, nodeValue_Color("Light color", self, c_white));
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newInput(8, nodeValue_Float("Light radius", self, 16));
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newInput(9, nodeValue_Bool("Render solid", self, true));
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newInput(10, nodeValue_Bool("Use BG color", self, false, "If checked, background color will be used as shadow caster."));
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newInput(11, nodeValue_Float("BG threshold", self, 0.1))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(12, nodeValue_Float("Light intensity", self, 1))
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] });
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newInput(13, nodeValue_Int("Banding", self, 0))
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
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newInput(14, nodeValue_Enum_Scroll("Attenuation", self, 0, [ 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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.setTooltip("Control how light fade out over distance.");
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newInput(15, nodeValue_Int("Ambient occlusion", self, 0))
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
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newInput(16, nodeValue_Float("Ambient occlusion strength", self, 0.1))
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] });
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newInput(17, nodeValue_Bool("Active", self, true));
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active_index = 17;
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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newOutput(1, nodeValue_Output("Light mask", self, VALUE_TYPE.surface, noone));
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input_display_list = [ 17,
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["Surfaces", true], 0, 1,
["BG Shadow Caster", true, 10], 11,
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["Light", false], 5, 12, 8, 2,
["Soft Light", false], 4, 3,
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["Render", false], 13, 14, 7, 6, 9,
["Ambient Occlusion", false], 15, 16,
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];
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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
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var _hov = false;
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var hv = inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
if(array_length(current_data) != array_length(inputs)) return _hov;
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var _type = current_data[5];
if(_type == 0) {
var pos = current_data[2];
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
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var hv = inputs[8].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny, 0, 1 / 4); _hov |= hv;
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}
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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 _bg = _data[0];
var _solid = _data[1];
var _pos = _data[2];
var _rad = _data[3];
var _den = _data[4];
var _type = _data[5];
var _lamb = _data[6];
var _lclr = _data[7];
var _lrad = _data[8];
var _sol = _data[9];
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var _int = _data[12];
var _band = _data[13];
var _attn = _data[14];
var _ao = _data[15];
var _ao_str= _data[16];
var _bg_use = _data[10];
var _bg_thr = _data[11];
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inputs[8].setVisible(_type == 0);
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if(!is_surface(_bg)) return _outSurf;
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surface_set_shader(_outSurf, sh_shadow_cast);
shader_set_f("dimension", surface_get_width_safe(_bg), surface_get_height_safe(_bg));
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shader_set_2("lightPos", _pos);
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shader_set_color("lightAmb", _lamb);
shader_set_color("lightClr", _lclr);
shader_set_f("lightRadius", _rad);
shader_set_f("pointLightRadius", _lrad);
shader_set_f("lightDensity", _den);
shader_set_i("lightType", _type);
shader_set_i("renderSolid", _sol);
shader_set_f("lightInt", _int);
shader_set_f("lightBand", _band);
shader_set_f("lightAttn", _attn);
shader_set_f("ao", _ao);
shader_set_f("aoStr", _ao_str);
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shader_set_i("mask", _output_index);
shader_set_i("bgUse", _bg_use);
shader_set_f("bgThres", _bg_thr);
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shader_set_i("useSolid", is_surface(_solid));
shader_set_surface("solid", _solid);
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draw_surface_safe(_bg);
surface_reset_shader();
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return _outSurf;
}
}