Pixel-Composer/scripts/node_rm_cloud/node_rm_cloud.gml
2024-08-18 11:16:20 +07:00

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function Node_RM_Cloud(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "RM CLoud";
newInput(0, nodeValue_Dimension(self));
newInput(1, nodeValue_Vec3("Position", self, [ 0, 0, 0 ]));
newInput(2, nodeValue_Vec3("Rotation", self, [ 0, 0, 0 ]));
inputs[3] = nodeValue_Float("Scale", self, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
inputs[4] = nodeValue_Float("FOV", self, 30)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
newInput(5, nodeValue_Vec2("View Range", self, [ 0, 6 ]));
inputs[6] = nodeValue_Float("Density", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
newInput(7, nodeValue_Int("Detail", self, 8));
inputs[8] = nodeValue_Float("Threshold", self, 0.4)
.setDisplay(VALUE_DISPLAY.slider);
newInput(9, nodeValue_Float("Detail Scaling", self, 2.));
inputs[10] = nodeValue_Float("Detail Attenuation", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
newInput(11, nodeValue_Enum_Scroll("Shape", self, 0, [ "Volume", "Plane" ]));
inputs[12] = nodeValue_Bool("Use Fog", self, 0)
inputs[13] = nodeValue_Gradient("Colors", self, new gradientObject([ cola(c_black), cola(c_white) ]))
outputs[0] = nodeValue_Output("Surface Out", self, VALUE_TYPE.surface, noone);
input_display_list = [ 0,
["Transform", false], 1, 2, 3,
["Camera", false], 4, 5,
["Cloud", false], 11, 6, 8,
["Noise", false], 7, 9, 10,
["Render", false], 13, 12,
];
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 _pos = _data[1];
var _rot = _data[2];
var _sca = _data[3];
var _fov = _data[4];
var _rng = _data[5];
var _type = _data[11];
var _dens = _data[ 6];
var _thrs = _data[ 8];
var _itrr = _data[ 7];
var _dsca = _data[ 9];
var _datt = _data[10];
var _fogu = _data[12];
var _colr = _data[13];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
surface_set_shader(_outSurf, sh_rm_cloud);
shader_set_3("position", _pos);
shader_set_3("rotation", _rot);
shader_set_f("objectScale", _sca * 4);
shader_set_f("fov", _fov);
shader_set_2("viewRange", _rng);
shader_set_i("type", _type);
shader_set_f("density", _dens);
shader_set_f("threshold", _thrs);
shader_set_i("fogUse", _fogu);
shader_set_i("iteration", _itrr);
shader_set_f("detailScale", _dsca);
shader_set_f("detailAtten", _datt);
_colr.shader_submit();
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
return _outSurf;
}
}