Pixel-Composer/scripts/node_noise_aniso/node_noise_aniso.gml

77 lines
2.7 KiB
Plaintext

function Node_Noise_Aniso(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Anisotropic Noise";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("X Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
.setMappable(6);
inputs[| 2] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(9999999));
inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 4] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation)
.setMappable(8);
inputs[| 5] = nodeValue("Y Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16)
.setMappable(7);
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 6] = nodeValueMap("X Amount map", self);
inputs[| 7] = nodeValueMap("Y Amount map", self);
inputs[| 8] = nodeValueMap("Rotation map", self);
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 9] = nodeValue("Render mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Blend", "Waterfall" ] )
input_display_list = [
["Output", false], 0,
["Noise", false], 2, 1, 6, 5, 7, 3, 4, 8,
["Render", false], 9,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
static step = function() { #region
inputs[| 1].mappableStep();
inputs[| 4].mappableStep();
inputs[| 5].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[3];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_ani_noise);
shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_f("seed", _data[2]);
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", _data[9]);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
return _outSurf;
}
}