function Node_RM_Terrain(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "RM Terrain"; inputs[| 0] = nodeValue_Dimension(self); inputs[| 1] = nodeValue_Surface("Surface", self); inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 30, 45, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 4] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); inputs[| 5] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] }); inputs[| 6] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 6 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 7] = nodeValue("BG Bleed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 8] = nodeValue("Ambient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 9] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] }); inputs[| 10] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true) inputs[| 11] = nodeValue_Surface("Texture", self); inputs[| 12] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 13] = nodeValue_Surface("Reflection", self); inputs[| 14] = nodeValue("Sun Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ .5, 1, .5 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 15] = nodeValue("Shadow", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider); outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 0, ["Extrusion", false], 1, 9, 10, ["Textures", false], 11, 13, ["Transform", false], 2, 3, 4, ["Camera", false], 5, 6, ["Render", false], 12, 7, 8, ["Light", false], 14, 15, ]; temp_surface = [ 0, 0, 0, 0 ]; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {} static step = function() { } static processData = function(_outSurf, _data, _output_index, _array_index = 0) { var _dim = _data[0]; var _surf = _data[1]; var _pos = _data[2]; var _rot = _data[3]; var _sca = _data[4]; var _fov = _data[5]; var _rng = _data[6]; var _dpi = _data[7]; var _amb = _data[8]; var _thk = _data[9]; var _tile = _data[10]; var _text = _data[11]; var _bgc = _data[12]; var _refl = _data[13]; var _sun = _data[14]; var _sha = _data[15]; _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(_surf, tx * 0, tx * 0, tx, tx); draw_surface_stretched_safe(_text, tx * 1, tx * 0, tx, tx); draw_surface_stretched_safe(_refl, tx * 2, tx * 0, tx, tx); surface_reset_shader(); gpu_set_texfilter(true); surface_set_shader(_outSurf, sh_rm_terrain); for (var i = 0, n = array_length(temp_surface); i < n; i++) shader_set_surface($"texture{i}", temp_surface[i]); shader_set_i("shape", 1); shader_set_i("tile", _tile); shader_set_i("useTexture", is_surface(_text)); shader_set_3("position", _pos); shader_set_3("rotation", _rot); shader_set_f("objectScale", _sca); shader_set_f("thickness", _thk); shader_set_f("fov", _fov); shader_set_2("viewRange", _rng); shader_set_f("depthInt", _dpi); shader_set_3("sunPosition", _sun); shader_set_f("shadow", _sha); shader_set_color("background", _bgc); shader_set_color("ambient", _amb); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); return _outSurf; } }