Pixel-Composer/scripts/node_perlin/node_perlin.gml
2023-03-19 15:17:39 +07:00

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function Node_Perlin(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Perlin Noise";
shader = sh_perlin_tiled;
uniform_dim = shader_get_uniform(shader, "u_resolution");
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_ite = shader_get_uniform(shader, "iteration");
uniform_sed = shader_get_uniform(shader, "seed");
uniform_til = shader_get_uniform(shader, "tile");
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
.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, [ 5, 5 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Iteration", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2);
inputs[| 4] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
inputs[| 5] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999));
input_display_list = [
["Surface", true], 0, 5,
["Noise", false], 1, 2, 3, 4,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _ite = _data[3];
var _til = _data[4];
var _sed = _data[5];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f_array_safe(uniform_dim, _dim);
shader_set_uniform_f_array_safe(uniform_pos, _pos);
shader_set_uniform_f_array_safe(uniform_sca, _sca);
shader_set_uniform_f(uniform_sed, _sed);
shader_set_uniform_i(uniform_til, _til);
shader_set_uniform_i(uniform_ite, _ite);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
return _outSurf;
}
}