mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
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101 lines
3.6 KiB
Plaintext
101 lines
3.6 KiB
Plaintext
function Node_Cellular(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Cellular";
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4);
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inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
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inputs[| 4] = nodeValue(4, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell" ]);
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inputs[| 5] = nodeValue(5, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
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inputs[| 6] = nodeValue(6, "Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]);
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inputs[| 7] = nodeValue(7, "Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]);
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inputs[| 8] = nodeValue(8, "Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
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.setDisplay(VALUE_DISPLAY.slider, [1., 10., 0.01]);
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inputs[| 9] = nodeValue(9, "Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [-10., 10., 0.01])
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.setVisible(false);
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input_display_list = [
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["Output", false], 0,
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["Noise", false], 4, 6, 3, 1, 2,
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["Radial", false], 8, 9,
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["Rendering", false], 5, 7
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];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_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 _tim = _data[3];
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var _type = _data[4];
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var _con = _data[5];
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var _pat = _data[6];
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var _mid = _data[7];
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inputs[| 8].setVisible(_pat == 1);
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inputs[| 9].setVisible(_pat == 1);
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var _rad = _data[8];
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var _sht = _data[9];
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if(!is_surface(_outSurf))
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_outSurf = surface_create_valid(_dim[0], _dim[1]);
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else
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surface_size_to(_outSurf, _dim[0], _dim[1]);
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if(_type == 0)
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shader = sh_cell_noise;
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else if(_type == 1)
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shader = sh_cell_noise_edge;
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else if(_type == 2)
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shader = sh_cell_noise_random;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_pos = shader_get_uniform(shader, "position");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_tim = shader_get_uniform(shader, "time");
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uniform_con = shader_get_uniform(shader, "contrast");
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uniform_pat = shader_get_uniform(shader, "pattern");
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uniform_mid = shader_get_uniform(shader, "middle");
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uniform_rad = shader_get_uniform(shader, "radiusScale");
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uniform_sht = shader_get_uniform(shader, "radiusShatter");
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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_dim, _dim);
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shader_set_uniform_f(uniform_tim, _tim);
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shader_set_uniform_f_array(uniform_pos, _pos);
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shader_set_uniform_f(uniform_sca, _sca);
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shader_set_uniform_f(uniform_con, _con);
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shader_set_uniform_f(uniform_mid, _mid);
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shader_set_uniform_f(uniform_rad, _rad);
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shader_set_uniform_f(uniform_sht, _sht);
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shader_set_uniform_i(uniform_pat, _pat);
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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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return _outSurf;
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}
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doUpdate();
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} |