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https://github.com/Ttanasart-pt/Pixel-Composer.git
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235 lines
8.0 KiB
Plaintext
235 lines
8.0 KiB
Plaintext
enum LIGHT_SHAPE_2D {
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point,
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line,
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line_asym,
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spot
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}
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function Node_2D_light(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "2D light";
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shader = sh_2d_light;
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uniform_colr = shader_get_uniform(shader, "color");
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uniform_intn = shader_get_uniform(shader, "intensity");
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uniform_band = shader_get_uniform(shader, "band");
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uniform_attn = shader_get_uniform(shader, "atten");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Light shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Line", "Line asymmetric", "Spot" ]);
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inputs[| 2] = nodeValue(2, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 16, 16])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 3] = nodeValue(3, "Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16);
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inputs[| 4] = nodeValue(4, "Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 5] = nodeValue(5, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 6] = nodeValue(6, "Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 16, 16])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 7] = nodeValue(7, "Finish", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 32, 16])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 8] = nodeValue(8, "Sweep", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 15)
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.setDisplay(VALUE_DISPLAY.slider, [-80, 80, 1]);
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inputs[| 9] = nodeValue(9, "Sweep end", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.slider, [-80, 80, 1]);
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inputs[| 10] = nodeValue(10, "Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]);
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inputs[| 11] = nodeValue(11, "Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, ["Quadratic", "Invert quadratic", "Linear"]);
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inputs[| 12] = nodeValue(12, "Radial banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]);
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inputs[| 13] = nodeValue(13, "Radial start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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outputs[| 1] = nodeValue(1, "Light only", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [ 0,
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["Shape", false], 1, 2, 6, 7, 8, 9,
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["Light", false], 3, 4, 5, 12, 13,
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["Render", false], 11, 10
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];
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _shape = inputs[| 1].getValue();
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switch(_shape) {
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case LIGHT_SHAPE_2D.point :
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var pos = inputs[| 2].getValue();
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var px = _x + pos[0] * _s;
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var py = _y + pos[1] * _s;
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inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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inputs[| 3].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny);
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break;
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case LIGHT_SHAPE_2D.line :
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case LIGHT_SHAPE_2D.line_asym :
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case LIGHT_SHAPE_2D.spot :
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inputs[| 6].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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inputs[| 7].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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break;
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}
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _shape = _data[1];
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switch(_shape) {
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case LIGHT_SHAPE_2D.point :
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inputs[| 2].setVisible(true);
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inputs[| 3].setVisible(true);
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inputs[| 6].setVisible(false);
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inputs[| 7].setVisible(false);
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inputs[| 8].setVisible(false);
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inputs[| 9].setVisible(false);
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inputs[| 12].setVisible(true);
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inputs[| 13].setVisible(true);
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break;
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case LIGHT_SHAPE_2D.line :
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case LIGHT_SHAPE_2D.line_asym :
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inputs[| 2].setVisible(false);
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inputs[| 3].setVisible(true);
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inputs[| 6].setVisible(true);
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inputs[| 7].setVisible(true);
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inputs[| 8].setVisible(true);
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inputs[| 9].setVisible(_shape == LIGHT_SHAPE_2D.line_asym);
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inputs[| 12].setVisible(false);
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inputs[| 13].setVisible(false);
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break;
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case LIGHT_SHAPE_2D.spot :
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inputs[| 2].setVisible(false);
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inputs[| 3].setVisible(false);
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inputs[| 6].setVisible(true);
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inputs[| 7].setVisible(true);
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inputs[| 8].setVisible(true);
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inputs[| 9].setVisible(false);
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inputs[| 12].setVisible(false);
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inputs[| 13].setVisible(false);
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break;
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}
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var _range = _data[3];
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var _inten = _data[4];
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var _color = _data[5];
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var _pos = _data[2];
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var _start = _data[6];
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var _finis = _data[7];
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var _sweep = _data[8];
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var _swep2 = _data[9];
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var _band = _data[10];
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var _attn = _data[11];
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surface_set_target(_outSurf);
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if(_output_index == 0) {
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draw_clear_alpha(0, 0);
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draw_surface_safe(_data[0], 0, 0);
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} else
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draw_clear_alpha(c_black, 1);
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BLEND_ADD
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shader_set(shader);
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gpu_set_colorwriteenable(1, 1, 1, 0);
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shader_set_uniform_f(uniform_intn, _inten);
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shader_set_uniform_f(uniform_band, _band);
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shader_set_uniform_f(uniform_attn, _attn);
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shader_set_uniform_f_array(uniform_colr, [ color_get_red(_color) / 255, color_get_green(_color) / 255, color_get_blue(_color) / 255 ]);
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switch(_shape) {
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case LIGHT_SHAPE_2D.point :
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var _rbnd = _data[12];
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var _rbns = _data[13];
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if(_rbnd < 2)
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draw_circle_color(_pos[0], _pos[1], _range, c_white, c_black, 0);
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else {
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_rbnd *= 2;
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var bnd_amo = ceil(64 / _rbnd);
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var step = bnd_amo * _rbnd;
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var astp = 360 / step;
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var ox, oy, nx, ny;
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var banding = false;
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draw_primitive_begin(pr_trianglelist);
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for( var i = 0; i < step; i++ ) {
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var dir = _rbns + i * astp;
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nx = _pos[0] + lengthdir_x(_range, dir);
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ny = _pos[1] + lengthdir_y(_range, dir);
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if(floor(i / bnd_amo) % 2 && i) {
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draw_vertex_color(_pos[0], _pos[1], c_white, 1);
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draw_vertex_color(ox, oy, c_black, 1);
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draw_vertex_color(nx, ny, c_black, 1);
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}
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ox = nx;
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oy = ny;
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}
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draw_primitive_end();
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}
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break;
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case LIGHT_SHAPE_2D.line :
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case LIGHT_SHAPE_2D.line_asym :
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var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]);
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var sq0 = dir + 90 + _sweep;
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var sq1 = dir + 90 - ((_shape == LIGHT_SHAPE_2D.line_asym)? _swep2 : _sweep);
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var _r = _range / cos(degtorad(_sweep));
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var st_sw = [ _start[0] + lengthdir_x(_r, sq0), _start[1] + lengthdir_y(_r, sq0) ];
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var fn_sw = [ _finis[0] + lengthdir_x(_r, sq1), _finis[1] + lengthdir_y(_r, sq1) ];
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draw_primitive_begin(pr_trianglestrip);
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draw_vertex_color(_start[0], _start[1], c_white, 1);
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draw_vertex_color(_finis[0], _finis[1], c_white, 1);
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draw_vertex_color(st_sw[0], st_sw[1], c_black, 1);
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draw_vertex_color(fn_sw[0], fn_sw[1], c_black, 1);
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draw_primitive_end();
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break;
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case LIGHT_SHAPE_2D.spot :
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var dir = point_direction(_start[0], _start[1], _finis[0], _finis[1]);
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var astr = dir - _sweep;
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var aend = dir + _sweep;
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var stp = 3;
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var amo = ceil(_sweep * 2 / stp);
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var ran = point_distance(_start[0], _start[1], _finis[0], _finis[1]);
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draw_primitive_begin(pr_trianglelist);
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for( var i = 0; i < amo; i++ ) {
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var a0 = clamp(astr + (i) * stp, astr, aend);
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var a1 = clamp(astr + (i + 1) * stp, astr, aend);
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draw_vertex_color(_start[0], _start[1], c_white, 1);
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draw_vertex_color(_start[0] + lengthdir_x(ran, a0), _start[1] + lengthdir_y(ran, a0), c_black, 1);
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draw_vertex_color(_start[0] + lengthdir_x(ran, a1), _start[1] + lengthdir_y(ran, a1), c_black, 1);
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}
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draw_primitive_end();
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break;
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}
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gpu_set_colorwriteenable(1, 1, 1, 1);
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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return _outSurf;
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}
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} |