Pixel-Composer/scripts/node_noise_fbm/node_noise_fbm.gml
2024-09-04 08:57:11 +07:00

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function Node_Noise_FBM(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "FBM Noise";
newInput(0, nodeValue_Dimension(self));
newInput(1, nodeValue_Float("Seed", self, seed_random(6)))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ]));
newInput(3, nodeValue_Vec2("Scale", self, [ 4, 4 ]));
newInput(4, nodeValue_Int("Iteration", self, 4));
newInput(5, nodeValue_Enum_Button("Color mode", self, 0, [ "Greyscale", "RGB", "HSV" ]));
newInput(6, nodeValue_Slider_Range("Color R range", self, [ 0, 1 ]));
newInput(7, nodeValue_Slider_Range("Color G range", self, [ 0, 1 ]));
newInput(8, nodeValue_Slider_Range("Color B range", self, [ 0, 1 ]));
input_display_list = [
["Output", false], 0,
["Noise", false], 1, 2, 3, 4,
["Color", false], 5, 6, 7, 8,
];
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
attribute_surface_depth();
static step = function() {
var _col = getInputData(5);
inputs[6].setVisible(_col != 0);
inputs[7].setVisible(_col != 0);
inputs[8].setVisible(_col != 0);
inputs[6].name = _col == 1? "Color R range" : "Color H range";
inputs[7].name = _col == 1? "Color G range" : "Color S range";
inputs[8].name = _col == 1? "Color B range" : "Color V range";
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _sed = _data[1];
var _pos = _data[2];
var _sca = _data[3];
var _itr = _data[4];
var _col = _data[5];
var _clr = _data[6];
var _clg = _data[7];
var _clb = _data[8];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_noise_fbm);
shader_set_2("position", _pos);
shader_set_2("scale", _sca);
shader_set_f("seed", _sed);
shader_set_i("iteration", _itr);
shader_set_i("colored", _col);
shader_set_2("colorRanR", _clr);
shader_set_2("colorRanG", _clg);
shader_set_2("colorRanB", _clb);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
return _outSurf;
}
}