Pixel-Composer/scripts/node_noise_ani/node_noise_ani.gml
2022-01-18 11:31:19 +07:00

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function Node_create_Noise_Aniso(_x, _y) {
var node = new Node_Noise_Aniso(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Noise_Aniso(_x, _y) : Node(_x, _y) constructor {
name = "Noise Anisotropic";
shader = sh_ani_noise;
uniform_noi = shader_get_uniform(shader, "noiseAmount");
uniform_sed = shader_get_uniform(shader, "seed");
uniform_pos = shader_get_uniform(shader, "position");
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 16 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(9999999));
inputs[| 3] = nodeValue(3, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
input_display_list = [
["Output", false], 0,
["Noise", false], 2, 1, 3
];
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
inputs[| 3].drawOverlay(_active, _x, _y, _s, _mx, _my);
}
static update = function() {
var _dim = inputs[| 0].getValue();
var _amo = inputs[| 1].getValue();
var _sed = inputs[| 2].getValue();
var _pos = inputs[| 3].getValue();
var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
outputs[| 0].setValue(_outSurf);
} else
surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f_array(uniform_noi, _amo);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_uniform_f(uniform_sed, _sed);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
}
doUpdate();
}