function Node_Noise_Simplex(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Simplex Noise"; inputs[0] = nodeValue_Dimension(self); inputs[1] = nodeValue_Vector("Position", self, [ 0, 0, 0 ] ); inputs[2] = nodeValue_Vector("Scale", self, [ 1, 1 ] ) .setMappable(8); inputs[3] = nodeValue_Int("Iteration", self, 1 ) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }) .setMappable(9); inputs[4] = nodeValue_Enum_Button("Color mode", self, 0, [ "Greyscale", "RGB", "HSV" ]); inputs[5] = nodeValue_Slider_Range("Color R range", self, [ 0, 1 ]); inputs[6] = nodeValue_Slider_Range("Color G range", self, [ 0, 1 ]); inputs[7] = nodeValue_Slider_Range("Color B range", self, [ 0, 1 ]); ////////////////////////////////////////////////////////////////////////////////// inputs[8] = nodeValueMap("Scale map", self); inputs[9] = nodeValueMap("Iteration map", self); ////////////////////////////////////////////////////////////////////////////////// inputs[10] = nodeValue_Rotation("Rotation", self, 0); input_display_list = [ ["Output", false], 0, ["Noise", false], 1, 10, 2, 8, 3, 9, ["Render", false], 4, 5, 6, 7, ]; outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); static step = function() { #region var _col = getInputData(4); inputs[5].setVisible(_col != 0); inputs[6].setVisible(_col != 0); inputs[7].setVisible(_col != 0); inputs[5].name = _col == 1? "Color R range" : "Color H range"; inputs[6].name = _col == 1? "Color G range" : "Color S range"; inputs[7].name = _col == 1? "Color B range" : "Color V range"; inputs[2].mappableStep(); inputs[3].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _col = _data[4]; var _clr = _data[5]; var _clg = _data[6]; var _clb = _data[7]; var _ang = _data[10]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_simplex); shader_set_f("dimension", _dim); shader_set_3("position", _pos); shader_set_f("rotation", degtorad(_ang)); shader_set_f_map("scale", _data[2], _data[8], inputs[2]); shader_set_f_map("iteration", _data[3], _data[9], inputs[3]); shader_set_i("colored", _col); shader_set_2("colorRanR", _clr); shader_set_2("colorRanG", _clg); shader_set_2("colorRanB", _clb); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } }