mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
177 lines
No EOL
4.9 KiB
Text
177 lines
No EOL
4.9 KiB
Text
function Node_MK_GridBalls(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "MK GridBalls";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Dimension(self));
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newInput(2, nodeValue_Vec2("Amount", self, [ 4, 4 ]));
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newInput(3, nodeValue_Rotation("Light", self, 0));
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newInput(4, nodeValue_Float("Scatter", self, 0));
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newInput(5, nodeValueSeed(self));
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newInput(6, nodeValue_Float("Shading", self, 0.5))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(7, nodeValue_Rotation("Scatter direction", self, 0));
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newInput(8, nodeValue_Vec2("Shift", self, [ 0, 0 ]));
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newInput(9, nodeValue_Float("Stretch", self, 0));
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newInput(10, nodeValue_Rotation("Stretch direction", self, 0));
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newInput(11, nodeValue_Float("Stretch shift", self, 0))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] });
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newInput(12, nodeValue_Float("Roundness", self, 1))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(13, nodeValue_Float("Twist", self, 0));
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newInput(14, nodeValue_Rotation("Twist axis", self, 0));
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newInput(15, nodeValue_Float("Twist shift", self, 0))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] });
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input_display_list = [ new Inspector_Sprite(s_MKFX), 5, 1,
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["Surface", true], 0,
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["Grid", false], 2,
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["Movement", false], 8, 4, 7, 9, 10, 11, 13, 14, 15,
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["Render", false], 12, 3, 6,
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];
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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attribute_surface_depth();
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dimension_index = 1;
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[8].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _surf = _data[0];
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var _dim = _data[1];
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var _bamo = _data[2];
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var _ldir = _data[3];
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var _scat = _data[4];
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var _seed = _data[5];
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var _shad = _data[6];
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var _rota = _data[7];
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var _posi = _data[8];
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var _strh = _data[ 9];
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var _strh_dir = _data[10];
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var _strh_shf = _data[11];
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var _rond = _data[12];
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var _twst = _data[13];
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var _twst_axs = _data[14];
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var _twst_shf = _data[15];
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if(!is_surface(_surf)) return _outSurf;
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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random_set_seed(_seed);
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var _sw = _dim[0];
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var _sh = _dim[1];
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var _col = _bamo[0];
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var _row = _bamo[1];
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var _amo = _row * _col;
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var _irow = 1 / _row;
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var _icol = 1 / _col;
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var _grw = _sw * _icol;
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var _grh = _sh * _irow;
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var _rad = min(_grw, _grh) / 2;
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var _light = [ lengthdir_x(1, _ldir), lengthdir_y(1, _ldir), 1 ];
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var _cx = _sw / 2;
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var _cy = _sh / 2;
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var _cd = sqrt(_cx * _cx + _cy * _cy);
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_strh_shf *= _cd;
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var _strh_dx = lengthdir_x(1, _strh_dir);
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var _strh_dy = lengthdir_y(1, _strh_dir);
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var _twst_dx = lengthdir_x(1, _twst_axs - 90);
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var _twst_dy = lengthdir_y(1, _twst_axs - 90);
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var _rnd_rad = _rad * _rond * 2;
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surface_set_shader(_outSurf, sh_mk_ballGrid);
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shader_set_surface("texture", _surf);
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shader_set_f("lightPos", _light);
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shader_set_f("lightInt", _shad);
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shader_set_f("dimension", _dim);
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for( var i = 0; i < _amo; i++ ) {
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var _c = i % _col;
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var _r = floor(i * _icol);
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var _smpw = _c * _icol;
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var _smph = _r * _irow;
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var _bx = (_c + 0.5) * _grw - 1;
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var _by = (_r + 0.5) * _grh - 1;
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var bx = _posi[0] + _bx;
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var by = _posi[1] + _by;
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var _cdist = point_distance(_cx, _cy, _bx, _by);
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if(_twst != 0) { #region
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var _cdirr = _twst_axs - point_direction(_cx, _cy, _bx, _by);
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var _st_prg = _cdist * dsin(_cdirr);
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var _ax_prg = _cdist * (dcos(_cdirr));
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var _tw_prg = 90 + _ax_prg * _twst + _twst_shf * 360;
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bx = (_bx - _twst_dx * _st_prg) + _twst_dx * _st_prg * dsin(_tw_prg);
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by = (_by - _twst_dy * _st_prg) + _twst_dy * _st_prg * dsin(_tw_prg);
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} #endregion
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if(_strh != 0) { #region
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var _cdirr = _strh_dir + 90 - point_direction(_cx, _cy, _bx, _by);
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var _st_prg = _cdist * dsin(_cdirr) + _strh_shf;
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var _st_str = max(0, _st_prg * _strh);
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bx += _strh_dx * _st_str;
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by += _strh_dy * _st_str;
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} #endregion
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if(_scat != 0) { #region
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var _dir = random_range(0, 360) + _rota;
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var _dis = random_range(0.1, 1);
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bx += lengthdir_x(_dis, _dir) * _scat;
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by += lengthdir_y(_dis, _dir) * _scat;
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} #endregion
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var _br = _rad;
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shader_set_f("ballPos", bx + 1, by + 1);
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shader_set_f("ballRad", _br);
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shader_set_f("ballShift", 0, 0, 0);
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shader_set_f("samplePos", _smpw, _smph);
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if(_rond == 1) draw_circle(bx, by, _br, false);
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else draw_roundrect_ext(bx - _br, by - _br, bx + _br, by + _br, _rnd_rad, _rnd_rad, false);
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}
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surface_reset_shader();
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return _outSurf;
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}
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} |