Pixel-Composer/scripts/node_noise_aniso/node_noise_aniso.gml
2024-11-07 13:59:04 +07:00

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function Node_Noise_Aniso(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Anisotropic Noise";
newInput(0, nodeValue_Dimension(self));
newInput(1, nodeValue_Float("X Amount", self, 2))
.setMappable(6);
newInput(2, nodeValueSeed(self));
newInput(3, nodeValue_Vec2("Position", self, [ 0, 0 ]))
.setUnitRef(function(index) { return getDimension(index); });
newInput(4, nodeValue_Rotation("Rotation", self, 0))
.setMappable(8);
newInput(5, nodeValue_Float("Y Amount", self, 16))
.setMappable(7);
//////////////////////////////////////////////////////////////////////////////////////////////////
newInput(6, nodeValueMap("X Amount map", self));
newInput(7, nodeValueMap("Y Amount map", self));
newInput(8, nodeValueMap("Rotation map", self));
//////////////////////////////////////////////////////////////////////////////////////////////////
newInput(9, nodeValue_Enum_Scroll("Render mode", self, 0, [ "Blend", "Waterfall" ] ))
newInput(10, nodeValueSeed(self));
input_display_list = [
["Output", false], 0,
["Noise", false], 2, 1, 6, 5, 7, 3, 4, 8,
["Render", false], 9, 10,
];
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
attribute_surface_depth();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
var _hov = false;
var hv = inputs[3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
return _hov;
}
static step = function() {
inputs[1].mappableStep();
inputs[4].mappableStep();
inputs[5].mappableStep();
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[3];
var _mod = _data[9];
inputs[10].setVisible(_mod == 0);
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_ani_noise);
shader_set_2("dimension", _dim);
shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_f("seed", _data[2]);
shader_set_f("colrSeed", _data[10]);
shader_set_f_map("noiseX", _data[1], _data[6], inputs[1]);
shader_set_f_map("noiseY", _data[5], _data[7], inputs[5]);
shader_set_f_map("angle", _data[4], _data[8], inputs[4]);
shader_set_i("mode", _mod);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
return _outSurf;
}
}