mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
154 lines
5.8 KiB
Plaintext
154 lines
5.8 KiB
Plaintext
function Node_Shadow_Cast(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Cast Shadow";
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batch_output = false;
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inputs[| 0] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Solid", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 2] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) {
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var _surf = getInputData(0);
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if(is_array(_surf) && array_length(_surf) == 0)
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return [1, 1];
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if(is_array(_surf))
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_surf = _surf[0];
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if(!is_surface(_surf))
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return [1, 1];
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return [ surface_get_width_safe(_surf), surface_get_height_safe(_surf) ];
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}, VALUE_UNIT.reference);
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inputs[| 3] = nodeValue("Soft light radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] });
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inputs[| 4] = nodeValue("Light density", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] });
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inputs[| 5] = nodeValue("Light type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Point", s_node_shadow_type, 0),
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new scrollItem("Sun", s_node_shadow_type, 1) ]);
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inputs[| 6] = nodeValue("Ambient color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_grey);
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inputs[| 7] = nodeValue("Light color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 8] = nodeValue("Light radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16);
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inputs[| 9] = nodeValue("Render solid", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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inputs[| 10] = nodeValue("Use BG color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "If checked, background color will be used as shadow caster.");
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inputs[| 11] = nodeValue("BG threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 12] = nodeValue("Light intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] });
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inputs[| 13] = nodeValue("Banding", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
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inputs[| 14] = nodeValue("Attenuation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Control how light fade out over distance.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Quadratic", s_node_curve, 0),
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new scrollItem("Invert quadratic", s_node_curve, 1),
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new scrollItem("Linear", s_node_curve, 2), ]);
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inputs[| 15] = nodeValue("Ambient occlusion", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 16, 0.1] });
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inputs[| 16] = nodeValue("Ambient occlusion strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] });
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inputs[| 17] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 17;
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Light mask", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 17,
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["Surfaces", true], 0, 1,
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["BG Shadow Caster", true, 10], 11,
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["Light", false], 5, 12, 8, 2,
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["Soft Light", false], 4, 3,
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["Render", false], 13, 14, 7, 6, 9,
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["Ambient Occlusion", false], 15, 16,
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];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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PROCESSOR_OVERLAY_CHECK
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var _hov = false;
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var hv = inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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if(array_length(current_data) != ds_list_size(inputs)) return _hov;
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var _type = current_data[5];
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if(_type == 0) {
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var pos = current_data[2];
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var px = _x + pos[0] * _s;
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var py = _y + pos[1] * _s;
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var hv = inputs[| 8].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny, 0, 1 / 4); _hov |= hv;
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}
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return _hov;
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _bg = _data[0];
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var _solid = _data[1];
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var _pos = _data[2];
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var _rad = _data[3];
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var _den = _data[4];
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var _type = _data[5];
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var _lamb = _data[6];
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var _lclr = _data[7];
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var _lrad = _data[8];
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var _sol = _data[9];
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var _int = _data[12];
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var _band = _data[13];
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var _attn = _data[14];
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var _ao = _data[15];
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var _ao_str= _data[16];
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var _bg_use = _data[10];
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var _bg_thr = _data[11];
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inputs[| 8].setVisible(_type == 0);
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if(!is_surface(_bg)) return _outSurf;
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surface_set_shader(_outSurf, sh_shadow_cast);
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shader_set_f("dimension", surface_get_width_safe(_bg), surface_get_height_safe(_bg));
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shader_set_2("lightPos", _pos);
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shader_set_color("lightAmb", _lamb);
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shader_set_color("lightClr", _lclr);
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shader_set_f("lightRadius", _rad);
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shader_set_f("pointLightRadius", _lrad);
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shader_set_f("lightDensity", _den);
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shader_set_i("lightType", _type);
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shader_set_i("renderSolid", _sol);
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shader_set_f("lightInt", _int);
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shader_set_f("lightBand", _band);
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shader_set_f("lightAttn", _attn);
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shader_set_f("ao", _ao);
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shader_set_f("aoStr", _ao_str);
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shader_set_i("mask", _output_index);
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shader_set_i("bgUse", _bg_use);
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shader_set_f("bgThres", _bg_thr);
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shader_set_i("useSolid", is_surface(_solid));
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shader_set_surface("solid", _solid);
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draw_surface_safe(_bg);
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surface_reset_shader();
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return _outSurf;
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}
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} |