Pixel-Composer/scripts/node_noise/node_noise.gml
2023-08-17 16:56:54 +02:00

67 lines
2.2 KiB
Plaintext

function Node_Noise(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Noise";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999));
inputs[| 2] = nodeValue("Color mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "RGB", "HSV" ]);
inputs[| 3] = nodeValue("Color R range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range, [0, 1, .01]);
inputs[| 4] = nodeValue("Color G range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range, [0, 1, .01]);
inputs[| 5] = nodeValue("Color B range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range, [0, 1, .01]);
input_display_list = [
["Output", false], 0,
["Noise", false], 1,
["Color", false], 2, 3, 4, 5,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static step = function() {
var _col = inputs[| 2].getValue();
inputs[| 3].setVisible(_col != 0);
inputs[| 4].setVisible(_col != 0);
inputs[| 5].setVisible(_col != 0);
inputs[| 3].name = _col == 1? "Color R range" : "Color H range";
inputs[| 4].name = _col == 1? "Color G range" : "Color S range";
inputs[| 5].name = _col == 1? "Color B range" : "Color V range";
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _sed = _data[1];
var _col = _data[2];
var _clr = _data[3];
var _clg = _data[4];
var _clb = _data[5];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_noise);
shader_set_f("seed", _sed);
shader_set_i("colored", _col);
shader_set_f("colorRanR", _clr);
shader_set_f("colorRanG", _clg);
shader_set_f("colorRanB", _clb);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
return _outSurf;
}
}