function Node_Shadow_Cast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Cast Shadow"; inputs[| 0] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Solid", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { var _surf = getInputData(0); if(is_array(_surf) && array_length(_surf) == 0) return [1, 1]; if(is_array(_surf)) _surf = _surf[0]; if(!is_surface(_surf)) return [1, 1]; return [ surface_get_width_safe(_surf), surface_get_height_safe(_surf) ]; }, VALUE_UNIT.reference); inputs[| 3] = nodeValue("Soft light radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] }); inputs[| 4] = nodeValue("Light density", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }); inputs[| 5] = nodeValue("Light type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Point", s_node_shadow_type, 0), new scrollItem("Sun", s_node_shadow_type, 1) ]); inputs[| 6] = nodeValue("Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey); inputs[| 7] = nodeValue("Light color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 8] = nodeValue("Light radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16); inputs[| 9] = nodeValue("Render solid", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 10] = nodeValue("Use BG color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "If checked, background color will be used as shadow caster."); inputs[| 11] = nodeValue("BG threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 12] = nodeValue("Light intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] }); inputs[| 13] = nodeValue("Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] }); inputs[| 14] = 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[| 15] = nodeValue("Ambient occlusion", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] }); inputs[| 16] = nodeValue("Ambient occlusion strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] }); inputs[| 17] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 17; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Light mask", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 17, ["Surfaces", true], 0, 1, ["BG Shadow Caster", true, 10], 11, ["Light", false], 5, 12, 8, 2, ["Soft Light", false], 4, 3, ["Render", false], 13, 14, 7, 6, 9, ["Ambient Occlusion", false], 15, 16, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { PROCESSOR_OVERLAY_CHECK inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); if(array_length(current_data) != ds_list_size(inputs)) return; var _type = current_data[5]; if(_type == 0) { var pos = current_data[2]; var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 8].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny, 0, 1 / 4, THEME.anchor_scale_hori); } } static processData = function(_outSurf, _data, _output_index, _array_index) { var _bg = _data[0]; var _solid = _data[1]; var _pos = _data[2]; var _rad = _data[3]; var _den = _data[4]; var _type = _data[5]; var _lamb = _data[6]; var _lclr = _data[7]; var _lrad = _data[8]; var _sol = _data[9]; var _int = _data[12]; var _band = _data[13]; var _attn = _data[14]; var _ao = _data[15]; var _ao_str= _data[16]; var _bg_use = _data[10]; var _bg_thr = _data[11]; inputs[| 8].setVisible(_type == 0); if(!is_surface(_bg)) return _outSurf; surface_set_shader(_outSurf, sh_shadow_cast); shader_set_f("dimension", surface_get_width_safe(_bg), surface_get_height_safe(_bg)); shader_set_f("lightPos", _pos); shader_set_color("lightAmb", _lamb); shader_set_color("lightClr", _lclr); shader_set_f("lightRadius", _rad); shader_set_f("pointLightRadius", _lrad); shader_set_f("lightDensity", _den); shader_set_i("lightType", _type); shader_set_i("renderSolid", _sol); shader_set_f("lightInt", _int); shader_set_f("lightBand", _band); shader_set_f("lightAttn", _attn); shader_set_f("ao", _ao); shader_set_f("aoStr", _ao_str); shader_set_i("mask", _output_index); shader_set_i("bgUse", _bg_use); shader_set_f("bgThres", _bg_thr); shader_set_i("useSolid", is_surface(_solid)); shader_set_surface("solid", _solid); draw_surface_safe(_bg); surface_reset_shader(); return _outSurf; } }