function Node_create_2D_light(_x, _y) { var node = new Node_2D_light(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } enum LIGHT_SHAPE_2D { point, line, line_asym, spot } function Node_2D_light(_x, _y) : Node_Processor(_x, _y) constructor { name = "2D light"; uniform_colr = shader_get_uniform(sh_2d_light, "color"); uniform_intn = shader_get_uniform(sh_2d_light, "intensity"); uniform_band = shader_get_uniform(sh_2d_light, "band"); uniform_attn = shader_get_uniform(sh_2d_light, "atten"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Light shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Line", "Line asymmetric", "Spot" ]); inputs[| 2] = nodeValue(2, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 16, 16]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16); inputs[| 4] = nodeValue(4, "Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 5] = nodeValue(5, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 6] = nodeValue(6, "Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 16, 16]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 7] = nodeValue(7, "Finish", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 32, 16]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 8] = nodeValue(8, "Sweep", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 15) .setDisplay(VALUE_DISPLAY.slider, [-80, 80, 1]); inputs[| 9] = nodeValue(9, "Sweep end", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, [-80, 80, 1]); inputs[| 10] = nodeValue(10, "Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]); inputs[| 11] = nodeValue(11, "Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, ["Quadratic", "Invert quadratic", "Linear"]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); outputs[| 1] = nodeValue(1, "Light only", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ 0, ["Shape", false], 1, 2, 6, 7, 8, 9, ["Light", false], 3, 4, 5, ["Render", false], 11, 10 ]; static drawOverlay = function(_active, _x, _y, _s, _mx, _my) { var _shape = inputs[| 1].getValue(); switch(_shape) { case LIGHT_SHAPE_2D.point : var pos = inputs[| 2].getValue(); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 2].drawOverlay(_active, _x, _y, _s, _mx, _my); inputs[| 3].drawOverlay(_active, px, py, _s, _mx, _my); break; case LIGHT_SHAPE_2D.line : case LIGHT_SHAPE_2D.line_asym : case LIGHT_SHAPE_2D.spot : inputs[| 6].drawOverlay(_active, _x, _y, _s, _mx, _my); inputs[| 7].drawOverlay(_active, _x, _y, _s, _mx, _my); break; } } static process_data = function(_outSurf, _data, _output_index) { var _shape = _data[1]; switch(_shape) { case LIGHT_SHAPE_2D.point : inputs[| 2].setVisible(true); inputs[| 3].setVisible(true); inputs[| 6].setVisible(false); inputs[| 7].setVisible(false); inputs[| 8].setVisible(false); inputs[| 9].setVisible(false); break; case LIGHT_SHAPE_2D.line : case LIGHT_SHAPE_2D.line_asym : inputs[| 2].setVisible(false); inputs[| 3].setVisible(true); inputs[| 6].setVisible(true); inputs[| 7].setVisible(true); inputs[| 8].setVisible(true); inputs[| 9].setVisible(_shape == LIGHT_SHAPE_2D.line_asym); break; case LIGHT_SHAPE_2D.spot : inputs[| 2].setVisible(false); inputs[| 3].setVisible(false); inputs[| 6].setVisible(true); inputs[| 7].setVisible(true); inputs[| 8].setVisible(true); inputs[| 9].setVisible(false); break; } var _range = _data[3]; var _inten = _data[4]; var _color = _data[5]; var _pos = _data[2]; var _start = _data[6]; var _finis = _data[7]; var _sweep = _data[8]; var _swep2 = _data[9]; var _band = _data[10]; var _attn = _data[11]; surface_set_target(_outSurf); if(_output_index == 0) { draw_clear_alpha(0, 0); draw_surface_safe(_data[0], 0, 0); } else { draw_clear_alpha(c_black, 1); } gpu_set_blendmode(bm_add); shader_set(sh_2d_light); gpu_set_colorwriteenable(1, 1, 1, 0); shader_set_uniform_f(uniform_intn, _inten); shader_set_uniform_f(uniform_band, _band); shader_set_uniform_f(uniform_attn, _attn); shader_set_uniform_f_array(uniform_colr, [ color_get_red(_color) / 255, color_get_green(_color) / 255, color_get_blue(_color) / 255 ]); switch(_shape) { case LIGHT_SHAPE_2D.point : draw_circle_color(_pos[0], _pos[1], _range, c_white, c_black, 0); break; case LIGHT_SHAPE_2D.line : case LIGHT_SHAPE_2D.line_asym : var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]); var sq0 = dir + 90 + _sweep; var sq1 = dir + 90 - ((_shape == LIGHT_SHAPE_2D.line_asym)? _swep2 : _sweep); var _r = _range / cos(degtorad(_sweep)); var st_sw = [ _start[0] + lengthdir_x(_r, sq0), _start[1] + lengthdir_y(_r, sq0) ]; var fn_sw = [ _finis[0] + lengthdir_x(_r, sq1), _finis[1] + lengthdir_y(_r, sq1) ]; draw_primitive_begin(pr_trianglestrip); draw_vertex_color(_start[0], _start[1], c_white, 1); draw_vertex_color(_finis[0], _finis[1], c_white, 1); draw_vertex_color(st_sw[0], st_sw[1], c_black, 1); draw_vertex_color(fn_sw[0], fn_sw[1], c_black, 1); draw_primitive_end(); break; case LIGHT_SHAPE_2D.spot : var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]); var astr = dir - _sweep; var aend = dir + _sweep; var stp = 3; var amo = ceil(_sweep * 2 / stp); var ran = point_distance(_start[0], _start[1], _finis[0], _finis[1]); draw_primitive_begin(pr_trianglelist); for( var i = 0; i < amo; i++ ) { var a0 = clamp(astr + (i) * stp, astr, aend); var a1 = clamp(astr + (i + 1) * stp, astr, aend); draw_vertex_color(_start[0], _start[1], c_white, 1); draw_vertex_color(_start[0] + lengthdir_x(ran, a0), _start[1] + lengthdir_y(ran, a0), c_black, 1); draw_vertex_color(_start[0] + lengthdir_x(ran, a1), _start[1] + lengthdir_y(ran, a1), c_black, 1); } draw_primitive_end(); break; } gpu_set_colorwriteenable(1, 1, 1, 1); shader_reset(); gpu_set_blendmode(bm_normal); surface_reset_target(); return _outSurf; } }