Pixel-Composer/scripts/node_perlin_smear/node_perlin_smear.gml
2024-07-02 17:18:32 +07:00

61 lines
No EOL
2 KiB
Text

function Node_Perlin_Smear(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Smear 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, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 6 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3);
inputs[| 4] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 5] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [
["Output", false], 0,
["Noise", false], 1, 5, 2, 3, 4,
];
attribute_surface_depth();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
var _hov = false;
var hv = inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
return _hov;
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _ite = _data[3];
var _bri = _data[4];
var _rot = _data[5];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_perlin_smear);
shader_set_f("u_resolution", _dim);
shader_set_2("position", _pos);
shader_set_2("scale", _sca);
shader_set_f("bright", _bri);
shader_set_i("iteration", _ite);
shader_set_f("rotation", degtorad(_rot));
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
return _outSurf;
}
}