mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 15:06:22 +01:00
99 lines
No EOL
4.3 KiB
Text
99 lines
No EOL
4.3 KiB
Text
function Node_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Displace";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0], "Vector to displace pixel by." )
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setMappable(15);
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inputs[| 4] = nodeValue("Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0., "Brightness value to be use as a basis for 'no displacement'.")
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 5] = nodeValue("Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, @"Use color data set extra information.
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- Ignore: Don't use color data.
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- Vector: Use red as X displacement, green as Y displacement.
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- Angle: Use red as angle, green as distance.")
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ]);
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inputs[| 6] = nodeValue("Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, @"If not set, then strength value is multiplied directly to the displacement.
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If set, then strength value control how many times the effect applies on itself.");
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inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 9] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 10] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 10;
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inputs[| 11] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Overwrite", "Min", "Max" ]);
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inputs[| 12] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
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.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
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__init_mask_modifier(8); // inputs 13, 14
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 15] = nodeValue("Strength map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone)
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.setVisible(false, false);
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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input_display_list = [ 10, 12,
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["Surfaces", true], 0, 8, 9, 13, 14,
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["Displace", false], 1, 3, 15, 4,
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["Color", false], 5, 2,
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["Algorithm", true], 6, 11,
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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attribute_oversample();
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attribute_interpolation();
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static step = function() { #region
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__step_mask_modifier();
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inputs[| 2].setVisible(getInputData(5) == 0);
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inputs[| 3].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var ww = surface_get_width_safe(_data[0]);
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var hh = surface_get_height_safe(_data[0]);
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var mw = surface_get_width_safe(_data[1]);
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var mh = surface_get_height_safe(_data[1]);
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surface_set_shader(_outSurf, sh_displace);
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shader_set_interpolation(_data[0]);
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shader_set_surface("map", _data[1]);
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shader_set_f("dimension", [ww, hh]);
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shader_set_f("map_dimension", [mw, mh]);
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shader_set_f("displace", _data[ 2]);
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shader_set_f_map("strength", _data[ 3], _data[15], inputs[| 3]);
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shader_set_f("middle", _data[ 4]);
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shader_set_i("use_rg", _data[ 5]);
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shader_set_i("iterate", _data[ 6]);
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shader_set_i("blendMode", _data[11]);
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draw_surface_safe(_data[0]);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[8], _data[9]);
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_outSurf = channel_apply(_data[0], _outSurf, _data[12]);
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return _outSurf;
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} #endregion
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} |