function Node_RM_Combine(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RM Combine"; batch_output = true; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 1] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ]) .setVisible(false, false); inputs[| 2] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] }); inputs[| 3] = nodeValue("Ortho Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 5.) inputs[| 4] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 3, 6 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 5] = nodeValue("Depth", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[| 6] = nodeValue("Draw BG", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 7] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 8] = nodeValue("Ambient Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider); inputs[| 9] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -.5, -.5, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 10] = nodeValue("Environment", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, false); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 11] = nodeValue("Shape 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.struct, {}) .setVisible(true, true); inputs[| 12] = nodeValue("Shape 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.struct, {}) .setVisible(true, true); //////////////////////////////////////////////////////////////////////////////////////////////////////////////// outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Shape Data", self, JUNCTION_CONNECT.output, VALUE_TYPE.struct, noone); input_display_list = [ 0, ["Camera", false], 1, 2, 3, 4, 5, ["Render", false], 6, 7, 8, 10, 9, ["Shapes", false], 11, 12, ] temp_surface = [ 0, 0 ]; static processData = function(_outSurf, _data, _output_index, _array_index = 0) { var _dim = _data[0]; var _pro = _data[1]; var _fov = _data[2]; var _ort = _data[3]; var _vrn = _data[4]; var _dep = _data[5]; var _bgd = _data[6]; var _bgc = _data[7]; var _amb = _data[8]; var _lig = _data[9]; var _env = _data[10]; var _sh0 = _data[11]; var _sh1 = _data[12]; if(!is_instanceof(_sh0, RM_Object)) return [ _outSurf, noone ]; if(!is_instanceof(_sh1, RM_Object)) return [ _outSurf, noone ]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); for (var i = 0, n = array_length(temp_surface); i < n; i++) temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192); var tx = 1024; surface_set_shader(temp_surface[0]); draw_surface_stretched_safe(_env, tx * 0, tx * 0, tx, tx); surface_reset_shader(); var object = new RM_Operation("combine", _sh0, _sh1); object.flatten(); object.setTexture(temp_surface[1]); gpu_set_texfilter(true); surface_set_shader(_outSurf, sh_rm_primitive); shader_set_surface($"texture0", temp_surface[0]); shader_set_i("ortho", _pro); shader_set_f("fov", _fov); shader_set_f("orthoScale", _ort); shader_set_f("viewRange", _vrn); shader_set_f("depthInt", _dep); shader_set_i("drawBg", _bgd); shader_set_color("background", _bgc); shader_set_f("ambientIntns", _amb); shader_set_f("lightPosition", _lig); shader_set_i("useEnv", is_surface(_env)); object.apply(); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); gpu_set_texfilter(false); return [ _outSurf, object ]; } }