2023-02-28 09:43:01 +01:00
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function Node_Noise_Simplex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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2023-01-25 06:49:00 +01:00
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name = "Simplex Noise";
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2023-01-01 02:06:02 +01:00
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shader = sh_simplex;
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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_itr = shader_get_uniform(shader, "iteration");
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2023-02-14 05:32:32 +01:00
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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2023-01-01 02:06:02 +01:00
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.setDisplay(VALUE_DISPLAY.vector);
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2023-02-14 05:32:32 +01:00
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inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 0, 0] )
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2023-01-01 02:06:02 +01:00
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.setDisplay(VALUE_DISPLAY.vector);
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2023-02-14 05:32:32 +01:00
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inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [2, 2] )
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2023-01-01 02:06:02 +01:00
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.setDisplay(VALUE_DISPLAY.vector);
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2023-02-14 05:32:32 +01:00
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inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1 )
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2023-01-01 02:06:02 +01:00
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.setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]);
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input_display_list = [
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["Output", false], 0,
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["Noise", false], 1, 2, 3,
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];
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2023-02-14 05:32:32 +01:00
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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2023-01-01 02:06:02 +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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2023-01-01 02:06:02 +01:00
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
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var _pos = _data[1];
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var _sca = _data[2];
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var _itr = _data[3];
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2023-03-19 09:17:39 +01:00
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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2023-01-01 02:06:02 +01:00
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surface_set_target(_outSurf);
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shader_set(shader);
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2023-02-14 05:32:32 +01:00
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shader_set_uniform_f_array_safe(uniform_pos, _pos);
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shader_set_uniform_f_array_safe(uniform_sca, _sca);
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2023-01-01 02:06:02 +01:00
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shader_set_uniform_i(uniform_itr, _itr);
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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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return _outSurf;
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}
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}
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