function Node_RM_Terrain(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RM Terrain"; inputs[0] = nodeValue_Dimension(self); inputs[1] = nodeValue_Surface("Surface", self); inputs[2] = nodeValue_Vec3("Position", self, [ 0, 0, 0 ]); inputs[3] = nodeValue_Vec3("Rotation", self, [ 30, 45, 0 ]); inputs[4] = nodeValue_Float("Scale", self, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); inputs[5] = nodeValue_Float("FOV", self, 30) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] }); inputs[6] = nodeValue_Vec2("View Range", self, [ 0, 6 ]); inputs[7] = nodeValue_Float("BG Bleed", self, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[8] = nodeValue_Color("Ambient", self, c_white); inputs[9] = nodeValue_Float("Height", self, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); inputs[10] = nodeValue_Bool("Tile", self, true) inputs[11] = nodeValue_Surface("Texture", self); inputs[12] = nodeValue_Color("Background", self, c_black); inputs[13] = nodeValue_Surface("Reflection", self); inputs[14] = nodeValue_Vec3("Sun Position", self, [ .5, 1, .5 ]); inputs[15] = nodeValue_Float("Shadow", self, 0.2) .setDisplay(VALUE_DISPLAY.slider); outputs[0] = nodeValue_Output("Surface Out", self, 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)); shader_set_3("position", _pos); shader_set_3("rotation", _rot); shader_set_f("objectScale", _sca); shader_set_f("thickness", _thk); shader_set_f("fov", _fov); shader_set_2("viewRange", _rng); shader_set_f("depthInt", _dpi); shader_set_3("sunPosition", _sun); 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; } }