function Node_Cellular(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Cellular Noise"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4) .setMappable(11); inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); inputs[| 4] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell", "Crystal" ]); inputs[| 5] = nodeValue("Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 0.01] }); inputs[| 6] = nodeValue("Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Tiled", "Uniform", "Radial" ]); inputs[| 7] = nodeValue("Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, { range: [0., 1., 0.01] }); inputs[| 8] = nodeValue("Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2) .setDisplay(VALUE_DISPLAY.slider, { range: [1., 10., 0.01] }); inputs[| 9] = nodeValue("Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [-10., 10., 0.01] }) .setVisible(false); inputs[| 10] = nodeValue("Colored", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false) ////////////////////////////////////////////////////////////////////////////////// inputs[| 11] = nodeValueMap("Scale map", self); ////////////////////////////////////////////////////////////////////////////////// inputs[| 12] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); input_display_list = [ ["Output", false], 0, ["Noise", false], 4, 6, 3, 1, 12, 2, 11, ["Radial", false], 8, 9, ["Rendering", false], 5, 7, 10, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } static step = function() { #region inputs[| 2].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _tim = _data[3]; var _type = _data[4]; var _con = _data[5]; var _pat = _data[6]; var _mid = _data[7]; inputs[| 8].setVisible(_pat == 2); inputs[| 9].setVisible(_pat == 2); inputs[| 10].setVisible(_type == 2); var _rad = _data[ 8]; var _sht = _data[ 9]; var _col = _data[10]; var _rot = _data[12]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); switch(_type) { case 0 : shader = sh_cell_noise; break; case 1 : shader = sh_cell_noise_edge; break; case 2 : shader = sh_cell_noise_random; break; case 3 : shader = sh_cell_noise_crystal; break; } surface_set_shader(_outSurf, shader); shader_set_f("dimension", _dim); shader_set_f("seed", _tim); shader_set_2("position", _pos); shader_set_f_map("scale", _data[2], _data[11], inputs[| 2]); shader_set_f("contrast", _con); shader_set_f("middle", _mid); shader_set_f("radiusScale", _rad); shader_set_f("radiusShatter", _sht); shader_set_i("pattern", _pat); shader_set_i("colored", _col); shader_set_f("rotation", degtorad(_rot)); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); return _outSurf; } }