Pixel-Composer/scripts/node_2d_light/node_2d_light.gml
2022-12-21 08:30:23 +07:00

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enum LIGHT_SHAPE_2D {
point,
line,
line_asym,
spot
}
function Node_2D_light(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "2D light";
shader = sh_2d_light;
uniform_colr = shader_get_uniform(shader, "color");
uniform_intn = shader_get_uniform(shader, "intensity");
uniform_band = shader_get_uniform(shader, "band");
uniform_attn = shader_get_uniform(shader, "atten");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Light shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Line", "Line asymmetric", "Spot" ]);
inputs[| 2] = nodeValue(2, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 16, 16])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16);
inputs[| 4] = nodeValue(4, "Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 5] = nodeValue(5, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 6] = nodeValue(6, "Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 16, 16])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 7] = nodeValue(7, "Finish", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 32, 16])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 8] = nodeValue(8, "Sweep", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 15)
.setDisplay(VALUE_DISPLAY.slider, [-80, 80, 1]);
inputs[| 9] = nodeValue(9, "Sweep end", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.slider, [-80, 80, 1]);
inputs[| 10] = nodeValue(10, "Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]);
inputs[| 11] = nodeValue(11, "Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, ["Quadratic", "Invert quadratic", "Linear"]);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
outputs[| 1] = nodeValue(1, "Light only", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
input_display_list = [ 0,
["Shape", false], 1, 2, 6, 7, 8, 9,
["Light", false], 3, 4, 5,
["Render", false], 11, 10
];
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
var _shape = inputs[| 1].getValue();
switch(_shape) {
case LIGHT_SHAPE_2D.point :
var pos = inputs[| 2].getValue();
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
inputs[| 3].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny);
break;
case LIGHT_SHAPE_2D.line :
case LIGHT_SHAPE_2D.line_asym :
case LIGHT_SHAPE_2D.spot :
inputs[| 6].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
inputs[| 7].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
break;
}
}
static process_data = function(_outSurf, _data, _output_index) {
var _shape = _data[1];
switch(_shape) {
case LIGHT_SHAPE_2D.point :
inputs[| 2].setVisible(true);
inputs[| 3].setVisible(true);
inputs[| 6].setVisible(false);
inputs[| 7].setVisible(false);
inputs[| 8].setVisible(false);
inputs[| 9].setVisible(false);
break;
case LIGHT_SHAPE_2D.line :
case LIGHT_SHAPE_2D.line_asym :
inputs[| 2].setVisible(false);
inputs[| 3].setVisible(true);
inputs[| 6].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 8].setVisible(true);
inputs[| 9].setVisible(_shape == LIGHT_SHAPE_2D.line_asym);
break;
case LIGHT_SHAPE_2D.spot :
inputs[| 2].setVisible(false);
inputs[| 3].setVisible(false);
inputs[| 6].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 8].setVisible(true);
inputs[| 9].setVisible(false);
break;
}
var _range = _data[3];
var _inten = _data[4];
var _color = _data[5];
var _pos = _data[2];
var _start = _data[6];
var _finis = _data[7];
var _sweep = _data[8];
var _swep2 = _data[9];
var _band = _data[10];
var _attn = _data[11];
surface_set_target(_outSurf);
if(_output_index == 0) {
draw_clear_alpha(0, 0);
draw_surface_safe(_data[0], 0, 0);
} else {
draw_clear_alpha(c_black, 1);
}
BLEND_ADD
shader_set(shader);
gpu_set_colorwriteenable(1, 1, 1, 0);
shader_set_uniform_f(uniform_intn, _inten);
shader_set_uniform_f(uniform_band, _band);
shader_set_uniform_f(uniform_attn, _attn);
shader_set_uniform_f_array(uniform_colr, [ color_get_red(_color) / 255, color_get_green(_color) / 255, color_get_blue(_color) / 255 ]);
switch(_shape) {
case LIGHT_SHAPE_2D.point :
draw_circle_color(_pos[0], _pos[1], _range, c_white, c_black, 0);
break;
case LIGHT_SHAPE_2D.line :
case LIGHT_SHAPE_2D.line_asym :
var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]);
var sq0 = dir + 90 + _sweep;
var sq1 = dir + 90 - ((_shape == LIGHT_SHAPE_2D.line_asym)? _swep2 : _sweep);
var _r = _range / cos(degtorad(_sweep));
var st_sw = [ _start[0] + lengthdir_x(_r, sq0), _start[1] + lengthdir_y(_r, sq0) ];
var fn_sw = [ _finis[0] + lengthdir_x(_r, sq1), _finis[1] + lengthdir_y(_r, sq1) ];
draw_primitive_begin(pr_trianglestrip);
draw_vertex_color(_start[0], _start[1], c_white, 1);
draw_vertex_color(_finis[0], _finis[1], c_white, 1);
draw_vertex_color(st_sw[0], st_sw[1], c_black, 1);
draw_vertex_color(fn_sw[0], fn_sw[1], c_black, 1);
draw_primitive_end();
break;
case LIGHT_SHAPE_2D.spot :
var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]);
var astr = dir - _sweep;
var aend = dir + _sweep;
var stp = 3;
var amo = ceil(_sweep * 2 / stp);
var ran = point_distance(_start[0], _start[1], _finis[0], _finis[1]);
draw_primitive_begin(pr_trianglelist);
for( var i = 0; i < amo; i++ ) {
var a0 = clamp(astr + (i) * stp, astr, aend);
var a1 = clamp(astr + (i + 1) * stp, astr, aend);
draw_vertex_color(_start[0], _start[1], c_white, 1);
draw_vertex_color(_start[0] + lengthdir_x(ran, a0), _start[1] + lengthdir_y(ran, a0), c_black, 1);
draw_vertex_color(_start[0] + lengthdir_x(ran, a1), _start[1] + lengthdir_y(ran, a1), c_black, 1);
}
draw_primitive_end();
break;
}
gpu_set_colorwriteenable(1, 1, 1, 1);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}