function Node_Cellular(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Cellular Noise"; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Vec2("Position", self, [ DEF_SURF_W / 2, DEF_SURF_H / 2])) .setUnitRef(function(index) { return getDimension(index); }); newInput(2, nodeValue_Float("Scale", self, 4)) .setMappable(11); newInput(3, nodeValueSeed(self)); newInput(4, nodeValue_Enum_Scroll("Type", self, 0, [ "Point", "Edge", "Cell", "Crystal" ])); newInput(5, nodeValue_Float("Contrast", self, 1)) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 0.01] }); newInput(6, nodeValue_Enum_Button("Pattern", self, 0, [ "Tiled", "Uniform", "Radial" ])); newInput(7, nodeValue_Float("Middle", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider, { range: [0., 1., 0.01] }); newInput(8, nodeValue_Float("Radial scale", self, 2)) .setDisplay(VALUE_DISPLAY.slider, { range: [1., 10., 0.01] }); newInput(9, nodeValue_Float("Radial shatter", self, 0)) .setDisplay(VALUE_DISPLAY.slider, { range: [-10., 10., 0.01] }) .setVisible(false); newInput(10, nodeValue_Bool("Colored", self, false)) ////////////////////////////////////////////////////////////////////////////////// newInput(11, nodeValueMap("Scale map", self)); ////////////////////////////////////////////////////////////////////////////////// newInput(12, nodeValue_Rotation("Rotation", self, 0)); input_display_list = [ ["Output", false], 0, ["Noise", false], 4, 6, 3, 1, 12, 2, 11, ["Radial", false], 8, 9, ["Rendering", false], 5, 7, 10, ]; newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static step = function() { #region inputs[2].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _tim = _data[3]; var _type = _data[4]; var _con = _data[5]; var _pat = _data[6]; var _mid = _data[7]; inputs[ 8].setVisible(_pat == 2); inputs[ 9].setVisible(_pat == 2); inputs[10].setVisible(_type == 2); var _rad = _data[ 8]; var _sht = _data[ 9]; var _col = _data[10]; var _rot = _data[12]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); switch(_type) { case 0 : shader = sh_cell_noise; break; case 1 : shader = sh_cell_noise_edge; break; case 2 : shader = sh_cell_noise_random; break; case 3 : shader = sh_cell_noise_crystal; break; } surface_set_shader(_outSurf, shader); shader_set_f("dimension", _dim); shader_set_f("seed", _tim); shader_set_2("position", _pos); shader_set_f_map("scale", _data[2], _data[11], inputs[2]); shader_set_f("contrast", _con); shader_set_f("middle", _mid); shader_set_f("radiusScale", _rad); shader_set_f("radiusShatter", _sht); shader_set_i("pattern", _pat); shader_set_i("colored", _col); shader_set_f("rotation", degtorad(_rot)); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); return _outSurf; } }