mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
108 lines
No EOL
3.9 KiB
Text
108 lines
No EOL
3.9 KiB
Text
function Node_create_Cellular(_x, _y) {
|
|
var node = new Node_Cellular(_x, _y);
|
|
ds_list_add(PANEL_GRAPH.nodes_list, node);
|
|
return node;
|
|
}
|
|
|
|
function Node_Cellular(_x, _y) : Node(_x, _y) constructor {
|
|
name = "Cellular";
|
|
|
|
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2])
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4);
|
|
|
|
inputs[| 3] = nodeValue(3, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
|
|
|
|
inputs[| 4] = nodeValue(4, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
|
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell" ]);
|
|
|
|
inputs[| 5] = nodeValue(5, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
|
|
|
|
inputs[| 6] = nodeValue(6, "Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
|
.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]);
|
|
|
|
inputs[| 7] = nodeValue(7, "Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
|
|
.setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]);
|
|
|
|
inputs[| 8] = nodeValue(8, "Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
|
|
.setDisplay(VALUE_DISPLAY.slider, [1., 10., 0.01]);
|
|
|
|
inputs[| 9] = nodeValue(9, "Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.slider, [-10., 10., 0.01])
|
|
.setVisible(false);
|
|
|
|
input_display_list = [
|
|
["Output", false], 0,
|
|
["Noise", false], 4, 6, 3, 1, 2,
|
|
["Radial", false], 8, 9,
|
|
["Rendering", false], 5, 7
|
|
];
|
|
|
|
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
|
|
|
|
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
|
|
inputs[| 1].drawOverlay(_active, _x, _y, _s, _mx, _my);
|
|
}
|
|
|
|
static update = function() {
|
|
var _dim = inputs[| 0].getValue();
|
|
var _pos = inputs[| 1].getValue();
|
|
var _sca = inputs[| 2].getValue();
|
|
var _tim = inputs[| 3].getValue();
|
|
var _type = inputs[| 4].getValue();
|
|
var _con = inputs[| 5].getValue();
|
|
var _pat = inputs[| 6].getValue();
|
|
var _mid = inputs[| 7].getValue();
|
|
|
|
inputs[| 8].setVisible(_pat == 1);
|
|
inputs[| 9].setVisible(_pat == 1);
|
|
var _rad = inputs[| 8].getValue();
|
|
var _sht = inputs[| 9].getValue();
|
|
|
|
var _outSurf = outputs[| 0].getValue();
|
|
if(!is_surface(_outSurf)) {
|
|
_outSurf = surface_create_valid(_dim[0], _dim[1]);
|
|
outputs[| 0].setValue(_outSurf);
|
|
} else
|
|
surface_size_to(_outSurf, _dim[0], _dim[1]);
|
|
|
|
if(_type == 0) {
|
|
shader = sh_cell_noise;
|
|
} else if(_type == 1) {
|
|
shader = sh_cell_noise_edge;
|
|
} else if(_type == 2) {
|
|
shader = sh_cell_noise_random;
|
|
}
|
|
|
|
uniform_dim = shader_get_uniform(shader, "dimension");
|
|
uniform_pos = shader_get_uniform(shader, "position");
|
|
uniform_sca = shader_get_uniform(shader, "scale");
|
|
uniform_tim = shader_get_uniform(shader, "time");
|
|
uniform_con = shader_get_uniform(shader, "contrast");
|
|
uniform_pat = shader_get_uniform(shader, "pattern");
|
|
uniform_mid = shader_get_uniform(shader, "middle");
|
|
|
|
uniform_rad = shader_get_uniform(shader, "radiusScale");
|
|
uniform_sht = shader_get_uniform(shader, "radiusShatter");
|
|
|
|
surface_set_target(_outSurf);
|
|
shader_set(shader);
|
|
shader_set_uniform_f_array(uniform_dim, _dim);
|
|
shader_set_uniform_f(uniform_tim, _tim);
|
|
shader_set_uniform_f_array(uniform_pos, _pos);
|
|
shader_set_uniform_f(uniform_sca, _sca);
|
|
shader_set_uniform_f(uniform_con, _con);
|
|
shader_set_uniform_f(uniform_mid, _mid);
|
|
shader_set_uniform_f(uniform_rad, _rad);
|
|
shader_set_uniform_f(uniform_sht, _sht);
|
|
shader_set_uniform_i(uniform_pat, _pat);
|
|
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
|
|
shader_reset();
|
|
surface_reset_target();
|
|
}
|
|
doUpdate();
|
|
} |