Pixel-Composer/scripts/node_rm_terrain/node_rm_terrain.gml

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function Node_RM_Terrain(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "RM Terrain";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 30, 45, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 4] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
inputs[| 5] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
inputs[| 6] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 6 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 7] = nodeValue("BG Bleed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 8] = nodeValue("Ambient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 9] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
inputs[| 10] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true)
inputs[| 11] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 12] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
inputs[| 13] = nodeValue("Reflection", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 14] = nodeValue("Sun Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ .5, 1, .5 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 15] = nodeValue("Shadow", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider);
outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 0,
["Extrusion", false], 1, 9, 10,
["Textures", false], 11, 13,
["Transform", false], 2, 3, 4,
["Camera", false], 5, 6,
["Render", false], 12, 7, 8,
["Light", false], 14, 15,
];
temp_surface = [ 0, 0, 0, 0 ];
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {}
static step = function() {
}
static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
var _dim = _data[0];
var _surf = _data[1];
var _pos = _data[2];
var _rot = _data[3];
var _sca = _data[4];
var _fov = _data[5];
var _rng = _data[6];
var _dpi = _data[7];
var _amb = _data[8];
var _thk = _data[9];
var _tile = _data[10];
var _text = _data[11];
var _bgc = _data[12];
var _refl = _data[13];
var _sun = _data[14];
var _sha = _data[15];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
for (var i = 0, n = array_length(temp_surface); i < n; i++)
temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192);
var tx = 1024;
surface_set_shader(temp_surface[0]);
draw_surface_stretched_safe(_surf, tx * 0, tx * 0, tx, tx);
draw_surface_stretched_safe(_text, tx * 1, tx * 0, tx, tx);
draw_surface_stretched_safe(_refl, tx * 2, tx * 0, tx, tx);
surface_reset_shader();
gpu_set_texfilter(true);
surface_set_shader(_outSurf, sh_rm_terrain);
for (var i = 0, n = array_length(temp_surface); i < n; i++)
shader_set_surface($"texture{i}", temp_surface[i]);
shader_set_i("shape", 1);
shader_set_i("tile", _tile);
shader_set_i("useTexture", is_surface(_text));
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shader_set_3("position", _pos);
shader_set_3("rotation", _rot);
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shader_set_f("objectScale", _sca);
shader_set_f("thickness", _thk);
shader_set_f("fov", _fov);
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shader_set_2("viewRange", _rng);
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shader_set_f("depthInt", _dpi);
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shader_set_3("sunPosition", _sun);
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shader_set_f("shadow", _sha);
shader_set_color("background", _bgc);
shader_set_color("ambient", _amb);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
return _outSurf;
}
}