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https://github.com/Ttanasart-pt/Pixel-Composer.git
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77 lines
2.7 KiB
Plaintext
77 lines
2.7 KiB
Plaintext
function Node_Noise_Aniso(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Anisotropic Noise";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("X Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
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.setMappable(6);
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inputs[| 2] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(9999999));
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inputs[| 3] = nodeValue("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) { return getDimension(index); });
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inputs[| 4] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation)
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.setMappable(8);
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inputs[| 5] = nodeValue("Y Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16)
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.setMappable(7);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 6] = nodeValueMap("X Amount map", self);
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inputs[| 7] = nodeValueMap("Y Amount map", self);
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inputs[| 8] = nodeValueMap("Rotation map", self);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 9] = nodeValue("Render mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Blend", "Waterfall" ] )
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input_display_list = [
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["Output", false], 0,
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["Noise", false], 2, 1, 6, 5, 7, 3, 4, 8,
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["Render", false], 9,
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static step = function() { #region
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inputs[| 1].mappableStep();
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inputs[| 4].mappableStep();
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inputs[| 5].mappableStep();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
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var _pos = _data[3];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_ani_noise);
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shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_f("seed", _data[2]);
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shader_set_f_map("noiseX", _data[1], _data[6], inputs[| 1]);
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shader_set_f_map("noiseY", _data[5], _data[7], inputs[| 5]);
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shader_set_f_map("angle", _data[4], _data[8], inputs[| 4]);
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shader_set_i("mode", _data[9]);
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
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surface_reset_shader();
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return _outSurf;
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}
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} |