mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 22:43:53 +01:00
113 lines
3.1 KiB
Plaintext
113 lines
3.1 KiB
Plaintext
function Node_Sky(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Sky";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_Vec2("Offset", self, [ 0, 0 ]));
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newInput(2, nodeValue_Vec2("Scale", self, [ 1, 1 ]));
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newInput(3, nodeValue_Enum_Scroll("Model", self, 0, [ "Preetham", "Basic scattering", "Hosek" ]));
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newInput(4, nodeValue_Float("Turbidity", self, 2));
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newInput(5, nodeValue_Vec2("Sun", self, [ .5, .5 ]))
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.setUnitRef(function(index) /*=>*/ {return getDimension(index)}, VALUE_UNIT.reference);
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newInput(6, nodeValue_Float("Sun radius", self, 500));
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newInput(7, nodeValue_Float("Sun radiance", self, 20));
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newInput(8, nodeValue_Float("Albedo", self, 1));
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newInput(9, nodeValue_Enum_Scroll("Coordinate", self, 0, [ "Rectangular", "Polar" ]));
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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input_display_list = [ 0,
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// ["Transform", false], 1, 2,
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["Sky", false], 3, 4, 8,
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["Sun", false], 5, 6, 7,
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//["Render", false], 9,
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];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[5].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
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var _pos = _data[1];
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var _sca = _data[2];
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var _mod = _data[3];
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var _tur = _data[4];
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var _sun = _data[5];
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var _sunRad = _data[6];
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var _sunRdd = _data[7];
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var _alb = _data[8];
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var _map = _data[9];
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if(_mod == 0) {
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inputs[4].setVisible( true);
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inputs[6].setVisible(false);
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inputs[7].setVisible(false);
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inputs[8].setVisible(false);
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surface_set_shader(_outSurf, sh_sky_preetham);
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DRAW_CLEAR
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shader_set_2("dimension", _dim);
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shader_set_2("sunPosition", _sun);
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shader_set_f("turbidity", _tur);
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shader_set_i("mapping", _map);
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draw_empty();
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surface_reset_shader();
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} else if(_mod == 1) {
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inputs[4].setVisible(false);
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inputs[6].setVisible( true);
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inputs[7].setVisible( true);
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inputs[8].setVisible(false);
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surface_set_shader(_outSurf, sh_sky_scattering);
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DRAW_CLEAR
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shader_set_2("dimension", _dim);
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shader_set_2("sunPosition", _sun);
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shader_set_f("sunRadius", _sunRad);
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shader_set_f("sunRadiance", _sunRdd);
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shader_set_i("mapping", _map);
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draw_empty();
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surface_reset_shader();
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} else if(_mod == 2) {
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inputs[4].setVisible(false);
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inputs[6].setVisible(false);
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inputs[7].setVisible(false);
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inputs[8].setVisible(false);
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surface_set_shader(_outSurf, sh_sky_hosek);
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DRAW_CLEAR
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shader_set_2("dimension", _dim);
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shader_set_2("sunPosition", _sun);
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shader_set_f("turbidity", 3);
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shader_set_f("albedo", 1);
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shader_set_i("mapping", _map);
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draw_empty();
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surface_reset_shader();
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}
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return _outSurf;
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}
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} |