mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-16 15:33:55 +01:00
114 lines
4.2 KiB
Plaintext
114 lines
4.2 KiB
Plaintext
function Node_Cellular(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Cellular Noise";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4)
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.setMappable(11);
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inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6))
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.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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inputs[| 4] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell", "Crystal" ]);
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inputs[| 5] = nodeValue("Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 0.01] });
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inputs[| 6] = nodeValue("Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Tiled", "Uniform", "Radial" ]);
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inputs[| 7] = nodeValue("Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0., 1., 0.01] });
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inputs[| 8] = nodeValue("Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
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.setDisplay(VALUE_DISPLAY.slider, { range: [1., 10., 0.01] });
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inputs[| 9] = nodeValue("Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [-10., 10., 0.01] })
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.setVisible(false);
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inputs[| 10] = nodeValue("Colored", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
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//////////////////////////////////////////////////////////////////////////////////
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inputs[| 11] = nodeValueMap("Scale map", self);
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//////////////////////////////////////////////////////////////////////////////////
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inputs[| 12] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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input_display_list = [
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["Output", false], 0,
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["Noise", false], 4, 6, 3, 1, 12, 2, 11,
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["Radial", false], 8, 9,
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["Rendering", false], 5, 7, 10,
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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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[| 1].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 step = function() { #region
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inputs[| 2].mappableStep();
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} #endregion
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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 _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 == 2);
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inputs[| 9].setVisible(_pat == 2);
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inputs[| 10].setVisible(_type == 2);
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var _rad = _data[ 8];
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var _sht = _data[ 9];
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var _col = _data[10];
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var _rot = _data[12];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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switch(_type) {
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case 0 : shader = sh_cell_noise; break;
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case 1 : shader = sh_cell_noise_edge; break;
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case 2 : shader = sh_cell_noise_random; break;
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case 3 : shader = sh_cell_noise_crystal; break;
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}
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surface_set_shader(_outSurf, shader);
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shader_set_f("dimension", _dim);
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shader_set_f("seed", _tim);
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shader_set_2("position", _pos);
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shader_set_f_map("scale", _data[2], _data[11], inputs[| 2]);
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shader_set_f("contrast", _con);
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shader_set_f("middle", _mid);
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shader_set_f("radiusScale", _rad);
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shader_set_f("radiusShatter", _sht);
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shader_set_i("pattern", _pat);
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shader_set_i("colored", _col);
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shader_set_f("rotation", degtorad(_rot));
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
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surface_reset_shader();
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return _outSurf;
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}
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} |