Pixel-Composer/scripts/node_displacement/node_displacement.gml
2023-12-23 15:39:55 +07:00

99 lines
No EOL
4.3 KiB
Text

function Node_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Displace";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0], "Vector to displace pixel by." )
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setMappable(15);
inputs[| 4] = nodeValue("Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0., "Brightness value to be use as a basis for 'no displacement'.")
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 5] = nodeValue("Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, @"Use color data set extra information.
- Ignore: Don't use color data.
- Vector: Use red as X displacement, green as Y displacement.
- Angle: Use red as angle, green as distance.")
.setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ]);
inputs[| 6] = nodeValue("Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, @"If not set, then strength value is multiplied directly to the displacement.
If set, then strength value control how many times the effect applies on itself.");
inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 9] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 10] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 10;
inputs[| 11] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Overwrite", "Min", "Max" ]);
inputs[| 12] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
__init_mask_modifier(8); // inputs 13, 14
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 15] = nodeValue("Strength map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone)
.setVisible(false, false);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////
input_display_list = [ 10, 12,
["Surfaces", true], 0, 8, 9, 13, 14,
["Displace", false], 1, 3, 15, 4,
["Color", false], 5, 2,
["Algorithm", true], 6, 11,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
attribute_oversample();
attribute_interpolation();
static step = function() { #region
__step_mask_modifier();
inputs[| 2].setVisible(getInputData(5) == 0);
inputs[| 3].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var ww = surface_get_width_safe(_data[0]);
var hh = surface_get_height_safe(_data[0]);
var mw = surface_get_width_safe(_data[1]);
var mh = surface_get_height_safe(_data[1]);
surface_set_shader(_outSurf, sh_displace);
shader_set_interpolation(_data[0]);
shader_set_surface("map", _data[1]);
shader_set_f("dimension", [ww, hh]);
shader_set_f("map_dimension", [mw, mh]);
shader_set_f("displace", _data[ 2]);
shader_set_f_map("strength", _data[ 3], _data[15], inputs[| 3].attributes.mapped);
shader_set_f("middle", _data[ 4]);
shader_set_i("use_rg", _data[ 5]);
shader_set_i("iterate", _data[ 6]);
shader_set_i("blendMode", _data[11]);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[8], _data[9]);
_outSurf = channel_apply(_data[0], _outSurf, _data[12]);
return _outSurf;
} #endregion
}