Pixel-Composer/scripts/node_shadow_cast/node_shadow_cast.gml
2024-01-09 09:39:40 +07:00

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function Node_Shadow_Cast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Cast Shadow";
inputs[| 0] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Solid", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 2] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) {
var _surf = getInputData(0);
if(is_array(_surf) && array_length(_surf) == 0)
return [1, 1];
if(is_array(_surf))
_surf = _surf[0];
if(!is_surface(_surf))
return [1, 1];
return [surface_get_width_safe(_surf), surface_get_height_safe(_surf)];
}, VALUE_UNIT.reference);
inputs[| 3] = nodeValue("Soft light radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] });
inputs[| 4] = nodeValue("Light density", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 1] });
inputs[| 5] = nodeValue("Light type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, ["Point", "Sun"]);
inputs[| 6] = nodeValue("Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey);
inputs[| 7] = nodeValue("Light color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 8] = nodeValue("Light radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16);
inputs[| 9] = nodeValue("Render solid", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
inputs[| 10] = nodeValue("Use BG color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "If checked, background color will be used as shadow caster.");
inputs[| 11] = nodeValue("BG threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 12] = nodeValue("Light intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] });
inputs[| 13] = nodeValue("Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 1] });
inputs[| 14] = nodeValue("Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Control how light fade out over distance.")
.setDisplay(VALUE_DISPLAY.enum_scroll, ["Quadratic", "Invert quadratic", "Linear"]);
inputs[| 15] = nodeValue("Ambient occlusion", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 1] });
inputs[| 16] = nodeValue("Ambient occlusion strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.01] });
inputs[| 17] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 17;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Light mask", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 17,
["Surfaces", true], 0, 1,
["Light", false], 5, 12, 8, 2, 3, 4,
["BG Shadow Caster", true, 10], 11,
["Render", false], 13, 14, 7, 6, 9,
["Ambient Occlusion", false], 15, 16,
];
attribute_surface_depth();
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
if(array_length(current_data) != ds_list_size(inputs)) return;
var _type = current_data[5];
if(_type == 0) {
var pos = current_data[2];
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
inputs[| 8].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny, 0, 1 / 4, THEME.anchor_scale_hori);
}
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _bg = _data[0];
var _solid = _data[1];
var _pos = _data[2];
var _rad = _data[3];
var _den = _data[4];
var _type = _data[5];
var _lamb = _data[6];
var _lclr = _data[7];
var _lrad = _data[8];
var _sol = _data[9];
var _int = _data[12];
var _band = _data[13];
var _attn = _data[14];
var _ao = _data[15];
var _ao_str= _data[16];
var _bg_use = _data[10];
var _bg_thr = _data[11];
inputs[| 8].setVisible(_type == 0);
inputs[| 11].setVisible(_bg_use);
if(!is_surface(_bg)) return _outSurf;
surface_set_shader(_outSurf, sh_shadow_cast);
shader_set_f("dimension", surface_get_width_safe(_bg), surface_get_height_safe(_bg));
shader_set_f("lightPos", _pos);
shader_set_color("lightAmb", _lamb);
shader_set_color("lightClr", _lclr);
shader_set_f("lightRadius", _rad);
shader_set_f("pointLightRadius", _lrad);
shader_set_f("lightDensity", _den);
shader_set_i("lightType", _type);
shader_set_i("renderSolid", _sol);
shader_set_f("lightInt", _int);
shader_set_f("lightBand", _band);
shader_set_f("lightAttn", _attn);
shader_set_f("ao", _ao);
shader_set_f("aoStr", _ao_str);
shader_set_i("mask", _output_index);
shader_set_i("bgUse", _bg_use);
shader_set_f("bgThres", _bg_thr);
shader_set_i("useSolid", is_surface(_solid));
shader_set_surface("solid", _solid);
draw_surface_safe(_bg);
surface_reset_shader();
return _outSurf;
}
}