enum LIGHT_SHAPE_2D { point, line, line_asym, spot } function Node_2D_light(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "2D Light"; batch_output = false; shader = sh_2d_light; uniform_colr = shader_get_uniform(shader, "color"); uniform_intn = shader_get_uniform(shader, "intensity"); uniform_band = shader_get_uniform(shader, "band"); uniform_attn = shader_get_uniform(shader, "atten"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Light shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Point", s_node_2d_light_shape, 0), new scrollItem("Line", s_node_2d_light_shape, 1), new scrollItem("Line asymmetric", s_node_2d_light_shape, 2), new scrollItem("Spot", s_node_2d_light_shape, 3), ]); inputs[| 2] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 16, 16 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 3] = nodeValue("Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16); inputs[| 4] = nodeValue("Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 6] = nodeValue("Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 16, 16 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 7] = nodeValue("Finish", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 32, 16 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 8] = nodeValue("Sweep", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 15) .setDisplay(VALUE_DISPLAY.slider, { range: [-80, 80, 0.1] }); inputs[| 9] = nodeValue("Sweep end", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [-80, 80, 0.1] }); inputs[| 10] = nodeValue("Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] }); inputs[| 11] = nodeValue("Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Control how light fade out over distance.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Quadratic", s_node_curve, 0), new scrollItem("Invert quadratic", s_node_curve, 1), new scrollItem("Linear", s_node_curve, 2), ]); inputs[| 12] = nodeValue("Radial banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] }); inputs[| 13] = nodeValue("Radial start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 14] = nodeValue("Radial band ratio", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 15] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 15; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Light only", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 15, 0, ["Shape", false], 1, 2, 6, 7, 8, 9, ["Light", false], 3, 4, 5, 12, 13, 14, ["Render", false], 11, 10 ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { PROCESSOR_OVERLAY_CHECK var _shape = current_data[1]; var _hov = false; switch(_shape) { case LIGHT_SHAPE_2D.point : var pos = current_data[2]; var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var hv = inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv); var hv = inputs[| 3].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= bool(hv); break; case LIGHT_SHAPE_2D.line : case LIGHT_SHAPE_2D.line_asym : case LIGHT_SHAPE_2D.spot : var hv = inputs[| 6].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv); var hv = inputs[| 7].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv); break; } return _hov; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _shape = _data[1]; switch(_shape) { case LIGHT_SHAPE_2D.point : inputs[| 2].setVisible(true); inputs[| 3].setVisible(true); inputs[| 6].setVisible(false); inputs[| 7].setVisible(false); inputs[| 8].setVisible(false); inputs[| 9].setVisible(false); inputs[| 12].setVisible(true); inputs[| 13].setVisible(true); inputs[| 14].setVisible(true); break; case LIGHT_SHAPE_2D.line : case LIGHT_SHAPE_2D.line_asym : inputs[| 2].setVisible(false); inputs[| 3].setVisible(true); inputs[| 6].setVisible(true); inputs[| 7].setVisible(true); inputs[| 8].setVisible(true); inputs[| 9].setVisible(_shape == LIGHT_SHAPE_2D.line_asym); inputs[| 12].setVisible(false); inputs[| 13].setVisible(false); inputs[| 14].setVisible(false); break; case LIGHT_SHAPE_2D.spot : inputs[| 2].setVisible(false); inputs[| 3].setVisible(false); inputs[| 6].setVisible(true); inputs[| 7].setVisible(true); inputs[| 8].setVisible(true); inputs[| 9].setVisible(false); inputs[| 12].setVisible(false); inputs[| 13].setVisible(false); inputs[| 14].setVisible(false); break; } var _range = _data[3]; var _inten = _data[4]; var _color = _data[5]; var _pos = _data[2]; var _start = _data[6]; var _finis = _data[7]; var _sweep = _data[8]; var _swep2 = _data[9]; var _band = _data[10]; var _attn = _data[11]; surface_set_target(_outSurf); if(_output_index == 0) { DRAW_CLEAR draw_surface_safe(_data[0]); } else draw_clear_alpha(c_black, 1); BLEND_ADD; shader_set(shader); gpu_set_colorwriteenable(1, 1, 1, 0); shader_set_uniform_f(uniform_intn, _inten * _color_get_alpha(_color)); shader_set_uniform_f(uniform_band, _band); shader_set_uniform_f(uniform_attn, _attn); shader_set_uniform_f_array_safe(uniform_colr, [ _color_get_red(_color), _color_get_green(_color), _color_get_blue(_color) ]); draw_set_circle_precision(64); switch(_shape) { case LIGHT_SHAPE_2D.point : var _rbnd = _data[12]; var _rbns = _data[13]; var _rbnr = _data[14]; if(_rbnd < 2) draw_circle_color(_pos[0], _pos[1], _range, c_white, c_black, 0); else { _rbnd *= 2; var bnd_amo = ceil(64 / _rbnd); //band radial per step var step = bnd_amo * _rbnd; var astp = 360 / step; var ox, oy, nx, ny; var banding = false; draw_primitive_begin(pr_trianglelist); for( var i = 0; i <= step; i++ ) { var dir = _rbns + i * astp; nx = _pos[0] + lengthdir_x(_range, dir); ny = _pos[1] + lengthdir_y(_range, dir); if(safe_mod(i, bnd_amo) / bnd_amo < _rbnr && i) { draw_vertex_color(_pos[0], _pos[1], c_white, 1); draw_vertex_color(ox, oy, c_black, 1); draw_vertex_color(nx, ny, c_black, 1); } ox = nx; oy = ny; } draw_primitive_end(); } break; case LIGHT_SHAPE_2D.line : case LIGHT_SHAPE_2D.line_asym : var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]); var sq0 = dir + 90 + _sweep; var sq1 = dir + 90 - ((_shape == LIGHT_SHAPE_2D.line_asym)? _swep2 : _sweep); var _r = _range / cos(degtorad(_sweep)); var st_sw = [ _start[0] + lengthdir_x(_r, sq0), _start[1] + lengthdir_y(_r, sq0) ]; var fn_sw = [ _finis[0] + lengthdir_x(_r, sq1), _finis[1] + lengthdir_y(_r, sq1) ]; draw_primitive_begin(pr_trianglestrip); draw_vertex_color(_start[0], _start[1], c_white, 1); draw_vertex_color(_finis[0], _finis[1], c_white, 1); draw_vertex_color(st_sw[0], st_sw[1], c_black, 1); draw_vertex_color(fn_sw[0], fn_sw[1], c_black, 1); draw_primitive_end(); break; case LIGHT_SHAPE_2D.spot : var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]); var astr = dir - _sweep; var aend = dir + _sweep; var stp = 3; var amo = ceil(_sweep * 2 / stp); var ran = point_distance(_start[0], _start[1], _finis[0], _finis[1]); draw_primitive_begin(pr_trianglelist); for( var i = 0; i < amo; i++ ) { var a0 = clamp(astr + (i) * stp, astr, aend); var a1 = clamp(astr + (i + 1) * stp, astr, aend); draw_vertex_color(_start[0], _start[1], c_white, 1); draw_vertex_color(_start[0] + lengthdir_x(ran, a0), _start[1] + lengthdir_y(ran, a0), c_black, 1); draw_vertex_color(_start[0] + lengthdir_x(ran, a1), _start[1] + lengthdir_y(ran, a1), c_black, 1); } draw_primitive_end(); break; } gpu_set_colorwriteenable(1, 1, 1, 1); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }