mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
109 lines
No EOL
4 KiB
Text
109 lines
No EOL
4 KiB
Text
function Node_Cellular(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
|
|
name = "Cellular Noise";
|
|
|
|
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2])
|
|
.setDisplay(VALUE_DISPLAY.vector)
|
|
.setUnitRef(function(index) { return getDimension(index); });
|
|
|
|
inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4);
|
|
|
|
inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
|
|
|
|
inputs[| 4] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
|
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Edge", "Cell", "Crystal" ]);
|
|
|
|
inputs[| 5] = nodeValue("Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
|
|
|
|
inputs[| 6] = nodeValue("Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
|
.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Radial" ]);
|
|
|
|
inputs[| 7] = nodeValue("Middle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
|
|
.setDisplay(VALUE_DISPLAY.slider, [0., 1., 0.01]);
|
|
|
|
inputs[| 8] = nodeValue("Radial scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2)
|
|
.setDisplay(VALUE_DISPLAY.slider, [1., 10., 0.01]);
|
|
|
|
inputs[| 9] = nodeValue("Radial shatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.slider, [-10., 10., 0.01])
|
|
.setVisible(false);
|
|
|
|
inputs[| 10] = nodeValue("Colored", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
|
|
|
|
input_display_list = [
|
|
["Output", false], 0,
|
|
["Noise", false], 4, 6, 3, 1, 2,
|
|
["Radial", false], 8, 9,
|
|
["Rendering", false], 5, 7, 10,
|
|
];
|
|
|
|
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
|
|
|
attribute_surface_depth();
|
|
|
|
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
|
|
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
|
|
}
|
|
|
|
static process_data = function(_outSurf, _data, _output_index, _array_index) {
|
|
var _dim = _data[0];
|
|
var _pos = _data[1];
|
|
var _sca = _data[2];
|
|
var _tim = _data[3];
|
|
var _type = _data[4];
|
|
var _con = _data[5];
|
|
var _pat = _data[6];
|
|
var _mid = _data[7];
|
|
|
|
inputs[| 8].setVisible(_pat == 1);
|
|
inputs[| 9].setVisible(_pat == 1);
|
|
inputs[| 10].setVisible(_type == 2);
|
|
|
|
var _rad = _data[ 8];
|
|
var _sht = _data[ 9];
|
|
var _col = _data[10];
|
|
|
|
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
|
|
|
|
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;
|
|
else if(_type == 3)
|
|
shader = sh_cell_noise_crystal;
|
|
|
|
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");
|
|
uniform_col = shader_get_uniform(shader, "colored");
|
|
|
|
surface_set_target(_outSurf);
|
|
shader_set(shader);
|
|
shader_set_uniform_f_array_safe(uniform_dim, _dim);
|
|
shader_set_uniform_f(uniform_tim, _tim);
|
|
shader_set_uniform_f_array_safe(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);
|
|
shader_set_uniform_i(uniform_col, _col);
|
|
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
|
|
shader_reset();
|
|
surface_reset_target();
|
|
|
|
return _outSurf;
|
|
}
|
|
} |