mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
258 lines
8.2 KiB
Plaintext
258 lines
8.2 KiB
Plaintext
enum LIGHT_SHAPE_2D {
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point,
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line,
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line_asym,
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spot
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}
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function Node_2D_light(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "2D Light";
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batch_output = false;
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shader = sh_2d_light;
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uniform_colr = shader_get_uniform(shader, "color");
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uniform_intn = shader_get_uniform(shader, "intensity");
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uniform_band = shader_get_uniform(shader, "band");
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uniform_attn = shader_get_uniform(shader, "atten");
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Enum_Scroll("Light shape", self, 0, [ new scrollItem("Point", s_node_2d_light_shape, 0),
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new scrollItem("Line", s_node_2d_light_shape, 1),
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new scrollItem("Line asymmetric", s_node_2d_light_shape, 2),
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new scrollItem("Spot", s_node_2d_light_shape, 3), ]));
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newInput(2, nodeValue_Vec2("Center", self, [ 16, 16 ]))
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.setUnitRef(function(index) { return getDimension(index); });
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newInput(3, nodeValue_Float("Range", self, 16));
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newInput(4, nodeValue_Float("Intensity", self, 1))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(5, nodeValue_Color("Color", self, c_white));
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newInput(6, nodeValue_Vec2("Start", self, [ 16, 16 ]));
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newInput(7, nodeValue_Vec2("Finish", self, [ 32, 16 ]));
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newInput(8, nodeValue_Int("Sweep", self, 15))
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.setDisplay(VALUE_DISPLAY.slider, { range: [-80, 80, 0.1] });
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newInput(9, nodeValue_Int("Sweep end", self, 0))
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.setDisplay(VALUE_DISPLAY.slider, { range: [-80, 80, 0.1] });
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newInput(10, nodeValue_Int("Banding", self, 0))
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
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newInput(11, nodeValue_Enum_Scroll("Attenuation", self, 0,
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[ new scrollItem("Quadratic", s_node_curve, 0),
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new scrollItem("Invert quadratic", s_node_curve, 1),
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new scrollItem("Linear", s_node_curve, 2), ]))
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.setTooltip("Control how light fade out over distance.");
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newInput(12, nodeValue_Int("Radial banding", self, 0))
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
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newInput(13, nodeValue_Rotation("Radial start", self, 0));
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newInput(14, nodeValue_Float("Radial band ratio", self, 0.5))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(15, nodeValue_Bool("Active", self, true));
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active_index = 15;
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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newOutput(1, nodeValue_Output("Light only", self, VALUE_TYPE.surface, noone));
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input_display_list = [ 15, 0,
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["Shape", false], 1, 2, 6, 7, 8, 9,
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["Light", false], 3, 4, 5, 12, 13, 14,
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["Render", false], 11, 10
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];
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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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PROCESSOR_OVERLAY_CHECK
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var _shape = current_data[1];
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var _hov = false;
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switch(_shape) {
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case LIGHT_SHAPE_2D.point :
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var pos = current_data[2];
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var px = _x + pos[0] * _s;
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var py = _y + pos[1] * _s;
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var hv = inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv);
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var hv = inputs[3].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= bool(hv);
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break;
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case LIGHT_SHAPE_2D.line :
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case LIGHT_SHAPE_2D.line_asym :
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case LIGHT_SHAPE_2D.spot :
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var hv = inputs[6].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv);
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var hv = inputs[7].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= bool(hv);
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break;
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}
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return _hov;
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _shape = _data[1];
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switch(_shape) {
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case LIGHT_SHAPE_2D.point :
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inputs[2].setVisible(true);
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inputs[3].setVisible(true);
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inputs[6].setVisible(false);
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inputs[7].setVisible(false);
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inputs[8].setVisible(false);
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inputs[9].setVisible(false);
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inputs[12].setVisible(true);
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inputs[13].setVisible(true);
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inputs[14].setVisible(true);
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break;
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case LIGHT_SHAPE_2D.line :
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case LIGHT_SHAPE_2D.line_asym :
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inputs[2].setVisible(false);
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inputs[3].setVisible(true);
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inputs[6].setVisible(true);
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inputs[7].setVisible(true);
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inputs[8].setVisible(true);
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inputs[9].setVisible(_shape == LIGHT_SHAPE_2D.line_asym);
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inputs[12].setVisible(false);
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inputs[13].setVisible(false);
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inputs[14].setVisible(false);
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break;
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case LIGHT_SHAPE_2D.spot :
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inputs[2].setVisible(false);
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inputs[3].setVisible(false);
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inputs[6].setVisible(true);
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inputs[7].setVisible(true);
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inputs[8].setVisible(true);
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inputs[9].setVisible(false);
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inputs[12].setVisible(false);
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inputs[13].setVisible(false);
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inputs[14].setVisible(false);
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break;
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}
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var _range = _data[3];
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var _inten = _data[4];
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var _color = _data[5];
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var _pos = _data[2];
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var _start = _data[6];
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var _finis = _data[7];
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var _sweep = _data[8];
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var _swep2 = _data[9];
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var _band = _data[10];
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var _attn = _data[11];
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surface_set_target(_outSurf);
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if(_output_index == 0) {
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DRAW_CLEAR
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draw_surface_safe(_data[0]);
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} else
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draw_clear_alpha(c_black, 1);
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BLEND_ADD;
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shader_set(shader);
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gpu_set_colorwriteenable(1, 1, 1, 0);
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shader_set_uniform_f(uniform_intn, _inten * _color_get_alpha(_color));
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shader_set_uniform_f(uniform_band, _band);
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shader_set_uniform_f(uniform_attn, _attn);
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shader_set_uniform_f_array_safe(uniform_colr, [ _color_get_red(_color), _color_get_green(_color), _color_get_blue(_color) ]);
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draw_set_circle_precision(64);
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switch(_shape) {
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case LIGHT_SHAPE_2D.point :
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var _rbnd = _data[12];
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var _rbns = _data[13];
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var _rbnr = _data[14];
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if(_rbnd < 2)
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draw_circle_color(_pos[0], _pos[1], _range, c_white, c_black, 0);
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else {
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_rbnd *= 2;
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var bnd_amo = ceil(64 / _rbnd); //band radial per step
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var step = bnd_amo * _rbnd;
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var astp = 360 / step;
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var ox, oy, nx, ny;
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var banding = false;
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draw_primitive_begin(pr_trianglelist);
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for( var i = 0; i <= step; i++ ) {
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var dir = _rbns + i * astp;
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nx = _pos[0] + lengthdir_x(_range, dir);
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ny = _pos[1] + lengthdir_y(_range, dir);
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if(safe_mod(i, bnd_amo) / bnd_amo < _rbnr && i) {
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draw_vertex_color(_pos[0], _pos[1], c_white, 1);
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draw_vertex_color(ox, oy, c_black, 1);
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draw_vertex_color(nx, ny, c_black, 1);
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}
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ox = nx;
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oy = ny;
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}
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draw_primitive_end();
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}
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break;
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case LIGHT_SHAPE_2D.line :
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case LIGHT_SHAPE_2D.line_asym :
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var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]);
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var sq0 = dir + 90 + _sweep;
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var sq1 = dir + 90 - ((_shape == LIGHT_SHAPE_2D.line_asym)? _swep2 : _sweep);
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var _r = _range / cos(degtorad(_sweep));
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var st_sw = [ _start[0] + lengthdir_x(_r, sq0), _start[1] + lengthdir_y(_r, sq0) ];
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var fn_sw = [ _finis[0] + lengthdir_x(_r, sq1), _finis[1] + lengthdir_y(_r, sq1) ];
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draw_primitive_begin(pr_trianglestrip);
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draw_vertex_color(_start[0], _start[1], c_white, 1);
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draw_vertex_color(_finis[0], _finis[1], c_white, 1);
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draw_vertex_color(st_sw[0], st_sw[1], c_black, 1);
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draw_vertex_color(fn_sw[0], fn_sw[1], c_black, 1);
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draw_primitive_end();
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break;
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case LIGHT_SHAPE_2D.spot :
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var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]);
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var astr = dir - _sweep;
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var aend = dir + _sweep;
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var stp = 3;
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var amo = ceil(_sweep * 2 / stp);
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var ran = point_distance(_start[0], _start[1], _finis[0], _finis[1]);
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draw_primitive_begin(pr_trianglelist);
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for( var i = 0; i < amo; i++ ) {
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var a0 = clamp(astr + (i) * stp, astr, aend);
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var a1 = clamp(astr + (i + 1) * stp, astr, aend);
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draw_vertex_color(_start[0], _start[1], c_white, 1);
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draw_vertex_color(_start[0] + lengthdir_x(ran, a0), _start[1] + lengthdir_y(ran, a0), c_black, 1);
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draw_vertex_color(_start[0] + lengthdir_x(ran, a1), _start[1] + lengthdir_y(ran, a1), c_black, 1);
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}
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draw_primitive_end();
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break;
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}
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gpu_set_colorwriteenable(1, 1, 1, 1);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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return _outSurf;
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}
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} |