Pixel-Composer/scripts/node_normal/node_normal.gml
2023-02-28 15:43:01 +07:00

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function Node_Normal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Normal";
uniform_dim = shader_get_uniform(sh_normal, "dimension");
uniform_hei = shader_get_uniform(sh_normal, "height");
uniform_smt = shader_get_uniform(sh_normal, "smooth");
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
inputs[| 2] = nodeValue("Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Include diagonal pixel in normal calculation, which leads to smoother output.");
inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
input_display_list = [ 3,
["Surface", false], 0,
["Normal", false], 1, 2,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _hei = _data[1];
var _smt = _data[2];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_OVERRIDE;
shader_set(sh_normal);
shader_set_uniform_f(uniform_hei, _hei);
shader_set_uniform_i(uniform_smt, _smt);
shader_set_uniform_f_array_safe(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ]);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL;
surface_reset_target();
return _outSurf;
}
}