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

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function Node_Noise_Aniso(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Anisotropic Noise";
shader = sh_ani_noise;
uniform_noi = shader_get_uniform(shader, "noiseAmount");
uniform_sed = shader_get_uniform(shader, "seed");
uniform_pos = shader_get_uniform(shader, "position");
uniform_ang = shader_get_uniform(shader, "angle");
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 16 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(9999999));
inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 4] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
input_display_list = [
["Output", false], 0,
["Noise", false], 2, 1, 3, 4
];
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[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _amo = _data[1];
var _sed = _data[2];
var _pos = _data[3];
var _ang = _data[4];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_target(_outSurf);
shader_set(shader);
shader_set_uniform_f_array_safe(uniform_noi, _amo);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_uniform_f(uniform_sed, _sed);
shader_set_uniform_f(uniform_ang, degtorad(_ang));
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
return _outSurf;
}
}