mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 15:06:22 +01:00
94 lines
No EOL
4.1 KiB
Text
94 lines
No EOL
4.1 KiB
Text
function Node_Displace(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
|
|
name = "Displace";
|
|
|
|
shader = sh_displace;
|
|
displace_map_sample = shader_get_sampler_index(shader, "map");
|
|
uniform_dim = shader_get_uniform(shader, "dimension");
|
|
uniform_map_dim = shader_get_uniform(shader, "map_dimension");
|
|
uniform_position = shader_get_uniform(shader, "displace");
|
|
uniform_strength = shader_get_uniform(shader, "strength");
|
|
uniform_mid = shader_get_uniform(shader, "middle");
|
|
uniform_rg = shader_get_uniform(shader, "use_rg");
|
|
uniform_it = shader_get_uniform(shader, "iterate");
|
|
uniform_sam = shader_get_uniform(shader, "sampleMode");
|
|
|
|
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
|
|
|
inputs[| 1] = nodeValue("Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
|
|
|
inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0], "Vector to displace pixel by." )
|
|
.setDisplay(VALUE_DISPLAY.vector)
|
|
.setUnitRef(function(index) { return getDimension(index); });
|
|
|
|
inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
|
|
|
|
inputs[| 4] = nodeValue("Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0., "Brightness value to be use as a basis for 'no displacement'.")
|
|
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
|
|
|
|
inputs[| 5] = nodeValue("Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, @"Use color data set extra information.
|
|
- Ignore: Don't use color data.
|
|
- Vector: Use red as X displacement, green as Y displacement.
|
|
- Angle: Use red as angle, green as distance.")
|
|
.setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ]);
|
|
|
|
inputs[| 6] = nodeValue("Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, @"If not set, then strength value is multiplied directly to the displacement.
|
|
If set, then strength value control how many times the effect applies on itself.");
|
|
|
|
inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
|
|
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
|
|
|
|
inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
|
|
|
inputs[| 9] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
|
|
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
|
|
|
|
inputs[| 10] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
|
|
active_index = 10;
|
|
|
|
input_display_list = [ 10,
|
|
["Surface", true], 0, 8, 9,
|
|
["Displace", false], 1, 3, 4,
|
|
["Color", false], 5, 2,
|
|
["Algorithm", true], 6
|
|
];
|
|
|
|
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
|
|
|
attribute_surface_depth();
|
|
attribute_oversample();
|
|
attribute_interpolation();
|
|
|
|
static process_data = function(_outSurf, _data, _output_index, _array_index) {
|
|
switch(_data[5]) {
|
|
case 0 :
|
|
inputs[| 2].setVisible(true);
|
|
break;
|
|
case 1 :
|
|
case 2 :
|
|
inputs[| 2].setVisible(false);
|
|
break;
|
|
}
|
|
var ww = surface_get_width(_data[0]);
|
|
var hh = surface_get_height(_data[0]);
|
|
var mw = surface_get_width(_data[1]);
|
|
var mh = surface_get_height(_data[1]);
|
|
|
|
surface_set_shader(_outSurf, shader);
|
|
shader_set_interpolation(_data[0]);
|
|
texture_set_stage(displace_map_sample, surface_get_texture(_data[1]));
|
|
shader_set_uniform_f_array_safe(uniform_dim, [ww, hh]);
|
|
shader_set_uniform_f_array_safe(uniform_map_dim, [mw, mh]);
|
|
shader_set_uniform_f_array_safe(uniform_position, _data[2]);
|
|
shader_set_uniform_f(uniform_strength, _data[3]);
|
|
shader_set_uniform_f(uniform_mid, _data[4]);
|
|
shader_set_uniform_i(uniform_rg, _data[5]);
|
|
shader_set_uniform_i(uniform_it, _data[6]);
|
|
shader_set_uniform_i(uniform_sam, ds_map_try_get(attributes, "oversample"));
|
|
draw_surface_safe(_data[0], 0, 0);
|
|
surface_reset_shader();
|
|
|
|
_outSurf = mask_apply(_data[0], _outSurf, _data[8], _data[9]);
|
|
|
|
return _outSurf;
|
|
}
|
|
} |