mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 15:06:22 +01:00
85 lines
No EOL
3.1 KiB
Text
85 lines
No EOL
3.1 KiB
Text
function Node_create_Displace(_x, _y) {
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var node = new Node_Displace(_x, _y);
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ds_list_add(PANEL_GRAPH.nodes_list, node);
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return node;
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}
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function Node_Displace(_x, _y) : Node_Processor(_x, _y) constructor {
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name = "Displace";
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shader = sh_displace;
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displace_map_sample = shader_get_sampler_index(shader, "map");
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_map_dim = shader_get_uniform(shader, "map_dimension");
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uniform_position = shader_get_uniform(shader, "displace");
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uniform_strength = shader_get_uniform(shader, "strength");
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uniform_mid = shader_get_uniform(shader, "middle");
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uniform_rg = shader_get_uniform(shader, "use_rg");
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uniform_it = shader_get_uniform(shader, "iterate");
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uniform_wrap = shader_get_uniform(shader, "wrap");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Displace map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 2] = nodeValue(2, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [1, 0] )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue(3, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
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inputs[| 4] = nodeValue(4, "Mid value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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inputs[| 5] = nodeValue(5, "Color data", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Ignore", "Vector", "Angle" ])
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.setVisible(false);
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inputs[| 6] = nodeValue(6, "Iterate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
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.setVisible(false);
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inputs[| 7] = nodeValue(7, "Wrap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
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.setVisible(false);
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input_display_list = [ 0,
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["Displace", false], 1, 3, 4,
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["Color", false], 5, 2,
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["Algorithm", true], 6, 7
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];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
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function process_data(_outSurf, _data, _output_index) {
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switch(_data[5]) {
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case 0 :
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inputs[| 2].show_in_inspector = true;
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break;
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case 1 :
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case 2 :
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inputs[| 2].show_in_inspector = false;
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break;
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}
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var ww = surface_get_width(_data[0]);
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var hh = surface_get_height(_data[0]);
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var mw = surface_get_width(_data[1]);
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var mh = surface_get_height(_data[1]);
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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BLEND_ADD
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shader_set(shader);
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texture_set_stage(displace_map_sample, surface_get_texture(_data[1]));
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shader_set_uniform_f_array(uniform_dim, [ww, hh]);
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shader_set_uniform_f_array(uniform_map_dim, [mw, mh]);
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shader_set_uniform_f_array(uniform_position, _data[2]);
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shader_set_uniform_f(uniform_strength, _data[3]);
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shader_set_uniform_f(uniform_mid, _data[4]);
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shader_set_uniform_i(uniform_rg, _data[5]);
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shader_set_uniform_i(uniform_it, _data[6]);
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shader_set_uniform_i(uniform_wrap, _data[7]);
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draw_surface_safe(_data[0], 0, 0);
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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return _outSurf;
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}
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} |