Pixel-Composer/scripts/node_noise_cell/node_noise_cell.gml

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function Node_Cellular(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Cellular Noise";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4)
.setMappable(11);
inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
inputs[| 4] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell", "Crystal" ]);
inputs[| 5] = nodeValue("Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
inputs[| 6] = nodeValue("Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]);
inputs[| 7] = nodeValue("Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [0., 1., 0.01] });
inputs[| 8] = nodeValue("Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
.setDisplay(VALUE_DISPLAY.slider, { range: [1., 10., 0.01] });
inputs[| 9] = nodeValue("Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [-10., 10., 0.01] })
.setVisible(false);
inputs[| 10] = nodeValue("Colored", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
//////////////////////////////////////////////////////////////////////////////////
inputs[| 11] = nodeValueMap("Scale map", self);
//////////////////////////////////////////////////////////////////////////////////
input_display_list = [
["Output", false], 0,
["Noise", false], 4, 6, 3, 1, 2, 11,
["Radial", false], 8, 9,
["Rendering", false], 5, 7, 10,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
static step = function() { #region
inputs[| 2].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[1];
var _tim = _data[3];
var _type = _data[4];
var _con = _data[5];
var _pat = _data[6];
var _mid = _data[7];
inputs[| 8].setVisible(_pat == 1);
inputs[| 9].setVisible(_pat == 1);
inputs[| 10].setVisible(_type == 2);
var _rad = _data[ 8];
var _sht = _data[ 9];
var _col = _data[10];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
switch(_type) {
case 0 : shader = sh_cell_noise; break;
case 1 : shader = sh_cell_noise_edge; break;
case 2 : shader = sh_cell_noise_random; break;
case 3 : shader = sh_cell_noise_crystal; break;
}
surface_set_shader(_outSurf, shader);
shader_set_f("dimension", _dim);
shader_set_f("time", _tim);
shader_set_f("position", _pos);
shader_set_f_map("scale", _data[2], _data[11], inputs[| 2]);
shader_set_f("contrast", _con);
shader_set_f("middle", _mid);
shader_set_f("radiusScale", _rad);
shader_set_f("radiusShatter", _sht);
shader_set_i("pattern", _pat);
shader_set_i("colored", _col);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
return _outSurf;
}
}