function Node_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Displace"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 0 ], "Vector to displace pixel by." ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setMappable(15); inputs[| 4] = nodeValue("Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0., "Brightness value to be use as a basis for 'no displacement'.") .setDisplay(VALUE_DISPLAY.slider); inputs[| 5] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, @"Use color data for extra information. - Linear: Displace along a line. - Vector: Use red as X displacement, green as Y displacement. - Angle: Use red as angle, green as distance.") .setDisplay(VALUE_DISPLAY.enum_button, [ "Linear", "Vector", "Angle" ]); inputs[| 6] = nodeValue("Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, @"If not set, then strength value is multiplied directly to the displacement. If set, then strength value control how many times the effect applies on itself."); inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 9] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 10] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 10; inputs[| 11] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Overwrite", "Min", "Max" ]); inputs[| 12] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(8); // inputs 13, 14 //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 15] = nodeValue("Strength map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone) .setVisible(false, false); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 16] = nodeValue("Separate axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 17] = nodeValue("Displace map 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); input_display_list = [ 10, 12, ["Surfaces", true], 0, 8, 9, 13, 14, ["Strength", false], 1, 17, 3, 15, 4, ["Displacement", false], 5, 16, 2, ["Algorithm", true], 6, 11, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_oversample(); attribute_interpolation(); static step = function() { #region __step_mask_modifier(); inputs[| 3].mappableStep(); var _mode = getInputData(5); var _sep = getInputData(16); inputs[| 2].setVisible(_mode == 0); inputs[| 16].setVisible(_mode); inputs[| 17].setVisible(_mode && _sep); if(_mode == 1 && _sep) { inputs[| 1].setName("Displace X"); inputs[| 17].setName("Displace Y"); } else if(_mode == 2 && _sep) { inputs[| 1].setName("Displace angle"); inputs[| 17].setName("Displace amount"); } else { inputs[| 1].setName("Displace map"); } } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var ww = surface_get_width_safe(_data[0]); var hh = surface_get_height_safe(_data[0]); var mw = surface_get_width_safe(_data[1]); var mh = surface_get_height_safe(_data[1]); surface_set_shader(_outSurf, sh_displace); shader_set_interpolation(_data[0]); shader_set_surface("map", _data[1]); shader_set_surface("map2", _data[17]); shader_set_f("dimension", [ww, hh]); shader_set_f("map_dimension", [mw, mh]); shader_set_f("displace", _data[ 2]); shader_set_f_map("strength", _data[ 3], _data[15], inputs[| 3]); shader_set_f("middle", _data[ 4]); shader_set_i("mode", _data[ 5]); shader_set_i("iterate", _data[ 6]); shader_set_i("blendMode", _data[11]); shader_set_i("sepAxis", _data[16]); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[8], _data[9]); _outSurf = channel_apply(_data[0], _outSurf, _data[12]); return _outSurf; } #endregion }