function Node_Shadow_Cast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Cast Shadow"; shader = sh_shadow_cast; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_lpos = shader_get_uniform(shader, "lightPos"); uniform_prad = shader_get_uniform(shader, "pointLightRadius"); uniform_lrad = shader_get_uniform(shader, "lightRadius"); uniform_lden = shader_get_uniform(shader, "lightDensity"); uniform_ltyp = shader_get_uniform(shader, "lightType"); uniform_lamb = shader_get_uniform(shader, "lightAmb"); uniform_lclr = shader_get_uniform(shader, "lightClr"); uniform_lint = shader_get_uniform(shader, "lightInt"); uniform_sol = shader_get_uniform(shader, "renderSolid"); uniform_band = shader_get_uniform(shader, "lightBand"); uniform_attn = shader_get_uniform(shader, "lightAttn"); uniform_ao = shader_get_uniform(shader, "ao"); uniform_ao_str = shader_get_uniform(shader, "aoStr"); uniform_bg_use = shader_get_uniform(shader, "bgUse"); uniform_bg_thr = shader_get_uniform(shader, "bgThres"); uniform_mask = shader_get_uniform(shader, "mask"); uniform_sld_use = shader_get_uniform(shader, "useSolid"); uniform_solid = shader_get_sampler_index(shader, "solid"); inputs[| 0] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Solid", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { var _surf = inputs[| 0].getValue(); 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(_surf), surface_get_height(_surf)]; }, VALUE_UNIT.reference); inputs[| 3] = nodeValue("Soft light radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 2, 0.01]); inputs[| 4] = nodeValue("Light density", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]); inputs[| 5] = nodeValue("Light type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, ["Point", "Sun"]); 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, [0, 1, 0.01]); inputs[| 12] = nodeValue("Light intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 2, 0.01]); inputs[| 13] = nodeValue("Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, [0, 16, 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, ["Quadratic", "Invert quadratic", "Linear"]); inputs[| 15] = nodeValue("Ambient occlusion", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]); inputs[| 16] = nodeValue("Ambient occlusion strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]); 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, ["Surface", true], 0, 1, ["Light", false], 5, 12, 8, 2, 3, 4, ["Shadow caster", false], 10, 11, ["Render", false], 13, 14, 7, 6, 9, 15, 16, ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 2].drawOverlay(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(active, px, py, _s, _mx, _my, _snx, _sny, 0, 1 / 4, THEME.anchor_scale_hori); } } static process_data = 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); inputs[| 11].setVisible(_bg_use); if(!is_surface(_bg)) return _outSurf; surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f(uniform_dim, surface_get_width(_bg), surface_get_height(_bg)); shader_set_uniform_f_array_safe(uniform_lpos, _pos); shader_set_uniform_f_array_safe(uniform_lamb, colToVec4(_lamb)); shader_set_uniform_f_array_safe(uniform_lclr, colToVec4(_lclr)); shader_set_uniform_f(uniform_lrad, _rad); shader_set_uniform_f(uniform_prad, _lrad); shader_set_uniform_f(uniform_lden, _den); shader_set_uniform_i(uniform_ltyp, _type); shader_set_uniform_i(uniform_sol, _sol); shader_set_uniform_f(uniform_lint, _int); shader_set_uniform_f(uniform_band, _band); shader_set_uniform_f(uniform_attn, _attn); shader_set_uniform_f(uniform_ao, _ao); shader_set_uniform_f(uniform_ao_str, _ao_str); shader_set_uniform_i(uniform_mask, _output_index); shader_set_uniform_i(uniform_bg_use, _bg_use); shader_set_uniform_f(uniform_bg_thr, _bg_thr); shader_set_uniform_i(uniform_sld_use, is_surface(_solid)); if(is_surface(_solid)) texture_set_stage(uniform_solid, surface_get_texture(_solid)); draw_surface_safe(_bg, 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); return _outSurf; } }