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