mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 06:26:42 +01:00
100 lines
2.7 KiB
Text
100 lines
2.7 KiB
Text
function Node_RM_Cloud(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "RM CLoud";
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inputs[0] = nodeValue_Dimension(self);
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inputs[1] = nodeValue_Vec3("Position", self, [ 0, 0, 0 ]);
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inputs[2] = nodeValue_Vec3("Rotation", self, [ 0, 0, 0 ]);
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inputs[3] = nodeValue_Float("Scale", self, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
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inputs[4] = nodeValue_Float("FOV", self, 30)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
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inputs[5] = nodeValue_Vec2("View Range", self, [ 0, 6 ]);
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inputs[6] = nodeValue_Float("Density", self, 0.5)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[7] = nodeValue_Int("Detail", self, 8);
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inputs[8] = nodeValue_Float("Threshold", self, 0.4)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[9] = nodeValue_Float("Detail Scaling", self, 2.);
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inputs[10] = nodeValue_Float("Detail Attenuation", self, 0.5)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[11] = nodeValue_Enum_Scroll("Shape", self, 0, [ "Volume", "Plane" ]);
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inputs[12] = nodeValue_Bool("Use Fog", self, 0)
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inputs[13] = nodeValue_Gradient("Colors", self, new gradientObject([ cola(c_black), cola(c_white) ]))
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outputs[0] = nodeValue_Output("Surface Out", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 0,
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["Transform", false], 1, 2, 3,
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["Camera", false], 4, 5,
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["Cloud", false], 11, 6, 8,
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["Noise", false], 7, 9, 10,
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["Render", false], 13, 12,
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];
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {}
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static step = function() {
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}
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static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
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var _dim = _data[0];
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var _pos = _data[1];
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var _rot = _data[2];
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var _sca = _data[3];
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var _fov = _data[4];
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var _rng = _data[5];
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var _type = _data[11];
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var _dens = _data[ 6];
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var _thrs = _data[ 8];
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var _itrr = _data[ 7];
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var _dsca = _data[ 9];
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var _datt = _data[10];
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var _fogu = _data[12];
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var _colr = _data[13];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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surface_set_shader(_outSurf, sh_rm_cloud);
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shader_set_3("position", _pos);
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shader_set_3("rotation", _rot);
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shader_set_f("objectScale", _sca * 4);
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shader_set_f("fov", _fov);
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shader_set_2("viewRange", _rng);
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shader_set_i("type", _type);
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shader_set_f("density", _dens);
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shader_set_f("threshold", _thrs);
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shader_set_i("fogUse", _fogu);
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shader_set_i("iteration", _itrr);
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shader_set_f("detailScale", _dsca);
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shader_set_f("detailAtten", _datt);
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_colr.shader_submit();
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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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}
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