Pixel-Composer/scripts/node_noise_cell/node_noise_cell.gml
2023-01-25 12:49:00 +07:00

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function Node_Cellular(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Cellular Noise";
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4);
inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
inputs[| 4] = nodeValue(4, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell", "Crystal" ]);
inputs[| 5] = nodeValue(5, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
inputs[| 6] = nodeValue(6, "Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]);
inputs[| 7] = nodeValue(7, "Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]);
inputs[| 8] = nodeValue(8, "Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
.setDisplay(VALUE_DISPLAY.slider, [1., 10., 0.01]);
inputs[| 9] = nodeValue(9, "Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [-10., 10., 0.01])
.setVisible(false);
input_display_list = [
["Output", false], 0,
["Noise", false], 4, 6, 3, 1, 2,
["Radial", false], 8, 9,
["Rendering", false], 5, 7
];
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
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);
var _rad = _data[8];
var _sht = _data[9];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
if(_type == 0)
shader = sh_cell_noise;
else if(_type == 1)
shader = sh_cell_noise_edge;
else if(_type == 2)
shader = sh_cell_noise_random;
else if(_type == 3)
shader = sh_cell_noise_crystal;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_tim = shader_get_uniform(shader, "time");
uniform_con = shader_get_uniform(shader, "contrast");
uniform_pat = shader_get_uniform(shader, "pattern");
uniform_mid = shader_get_uniform(shader, "middle");
uniform_rad = shader_get_uniform(shader, "radiusScale");
uniform_sht = shader_get_uniform(shader, "radiusShatter");
surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f_array(uniform_dim, _dim);
shader_set_uniform_f(uniform_tim, _tim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f(uniform_sca, _sca);
shader_set_uniform_f(uniform_con, _con);
shader_set_uniform_f(uniform_mid, _mid);
shader_set_uniform_f(uniform_rad, _rad);
shader_set_uniform_f(uniform_sht, _sht);
shader_set_uniform_i(uniform_pat, _pat);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
return _outSurf;
}
}