mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
85 lines
3.1 KiB
Text
85 lines
3.1 KiB
Text
|
function Node_create_Displace(_x, _y) {
|
||
|
var node = new Node_Displace(_x, _y);
|
||
|
ds_list_add(PANEL_GRAPH.nodes_list, node);
|
||
|
return node;
|
||
|
}
|
||
|
|
||
|
function Node_Displace(_x, _y) : Node_Processor(_x, _y) constructor {
|
||
|
name = "Displace";
|
||
|
|
||
|
shader = sh_displace;
|
||
|
displace_map_sample = shader_get_sampler_index(shader, "map");
|
||
|
uniform_dim = shader_get_uniform(shader, "dimension");
|
||
|
uniform_map_dim = shader_get_uniform(shader, "map_dimension");
|
||
|
uniform_position = shader_get_uniform(shader, "displace");
|
||
|
uniform_strength = shader_get_uniform(shader, "strength");
|
||
|
uniform_mid = shader_get_uniform(shader, "middle");
|
||
|
uniform_rg = shader_get_uniform(shader, "use_rg");
|
||
|
uniform_it = shader_get_uniform(shader, "iterate");
|
||
|
uniform_wrap = shader_get_uniform(shader, "wrap");
|
||
|
|
||
|
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
||
|
inputs[| 1] = nodeValue(1, "Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
||
|
inputs[| 2] = nodeValue(2, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0] )
|
||
|
.setDisplay(VALUE_DISPLAY.vector);
|
||
|
|
||
|
inputs[| 3] = nodeValue(3, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
|
||
|
inputs[| 4] = nodeValue(4, "Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
|
||
|
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
|
||
|
|
||
|
inputs[| 5] = nodeValue(5, "Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
||
|
.setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ])
|
||
|
.setVisible(false);
|
||
|
|
||
|
inputs[| 6] = nodeValue(6, "Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
|
||
|
.setVisible(false);
|
||
|
|
||
|
inputs[| 7] = nodeValue(7, "Wrap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
|
||
|
.setVisible(false);
|
||
|
|
||
|
input_display_list = [ 0,
|
||
|
["Displace", false], 1, 3, 4,
|
||
|
["Color", false], 5, 2,
|
||
|
["Algorithm", true], 6, 7
|
||
|
];
|
||
|
|
||
|
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
|
||
|
|
||
|
function process_data(_outSurf, _data, _output_index) {
|
||
|
switch(_data[5]) {
|
||
|
case 0 :
|
||
|
inputs[| 2].show_in_inspector = true;
|
||
|
break;
|
||
|
case 1 :
|
||
|
case 2 :
|
||
|
inputs[| 2].show_in_inspector = false;
|
||
|
break;
|
||
|
}
|
||
|
var ww = surface_get_width(_data[0]);
|
||
|
var hh = surface_get_height(_data[0]);
|
||
|
var mw = surface_get_width(_data[1]);
|
||
|
var mh = surface_get_height(_data[1]);
|
||
|
|
||
|
surface_set_target(_outSurf);
|
||
|
draw_clear_alpha(0, 0);
|
||
|
BLEND_ADD
|
||
|
|
||
|
shader_set(shader);
|
||
|
texture_set_stage(displace_map_sample, surface_get_texture(_data[1]));
|
||
|
shader_set_uniform_f_array(uniform_dim, [ww, hh]);
|
||
|
shader_set_uniform_f_array(uniform_map_dim, [mw, mh]);
|
||
|
shader_set_uniform_f_array(uniform_position, _data[2]);
|
||
|
shader_set_uniform_f(uniform_strength, _data[3]);
|
||
|
shader_set_uniform_f(uniform_mid, _data[4]);
|
||
|
shader_set_uniform_i(uniform_rg, _data[5]);
|
||
|
shader_set_uniform_i(uniform_it, _data[6]);
|
||
|
shader_set_uniform_i(uniform_wrap, _data[7]);
|
||
|
draw_surface_safe(_data[0], 0, 0);
|
||
|
shader_reset();
|
||
|
|
||
|
BLEND_NORMAL
|
||
|
surface_reset_target();
|
||
|
|
||
|
return _outSurf;
|
||
|
}
|
||
|
}
|