function Node_create_Cellular(_x, _y) { var node = new Node_Cellular(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Cellular(_x, _y) : Node(_x, _y) constructor { name = "Cellular"; inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4); inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0); inputs[| 4] = nodeValue(4, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell" ]); inputs[| 5] = nodeValue(5, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 6] = nodeValue(6, "Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]); inputs[| 7] = nodeValue(7, "Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]); inputs[| 8] = nodeValue(8, "Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2) .setDisplay(VALUE_DISPLAY.slider, [1., 10., 0.01]); inputs[| 9] = nodeValue(9, "Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-10., 10., 0.01]) .setVisible(false); input_display_list = [ ["Output", false], 0, ["Noise", false], 4, 6, 3, 1, 2, ["Radial", false], 8, 9, ["Rendering", false], 5, 7 ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static drawOverlay = function(active, _x, _y, _s, _mx, _my) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my); } static update = function() { var _dim = inputs[| 0].getValue(); var _pos = inputs[| 1].getValue(); var _sca = inputs[| 2].getValue(); var _tim = inputs[| 3].getValue(); var _type = inputs[| 4].getValue(); var _con = inputs[| 5].getValue(); var _pat = inputs[| 6].getValue(); var _mid = inputs[| 7].getValue(); inputs[| 8].setVisible(_pat == 1); inputs[| 9].setVisible(_pat == 1); var _rad = inputs[| 8].getValue(); var _sht = inputs[| 9].getValue(); var _outSurf = outputs[| 0].getValue(); if(!is_surface(_outSurf)) { _outSurf = surface_create_valid(_dim[0], _dim[1]); outputs[| 0].setValue(_outSurf); } else surface_size_to(_outSurf, _dim[0], _dim[1]); if(_type == 0) { shader = sh_cell_noise; } else if(_type == 1) { shader = sh_cell_noise_edge; } else if(_type == 2) { shader = sh_cell_noise_random; } uniform_dim = shader_get_uniform(shader, "dimension"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_tim = shader_get_uniform(shader, "time"); uniform_con = shader_get_uniform(shader, "contrast"); uniform_pat = shader_get_uniform(shader, "pattern"); uniform_mid = shader_get_uniform(shader, "middle"); uniform_rad = shader_get_uniform(shader, "radiusScale"); uniform_sht = shader_get_uniform(shader, "radiusShatter"); surface_set_target(_outSurf); shader_set(shader); shader_set_uniform_f_array(uniform_dim, _dim); shader_set_uniform_f(uniform_tim, _tim); shader_set_uniform_f_array(uniform_pos, _pos); shader_set_uniform_f(uniform_sca, _sca); shader_set_uniform_f(uniform_con, _con); shader_set_uniform_f(uniform_mid, _mid); shader_set_uniform_f(uniform_rad, _rad); shader_set_uniform_f(uniform_sht, _sht); shader_set_uniform_i(uniform_pat, _pat); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); } doUpdate(); }