mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
181 lines
5.7 KiB
Plaintext
181 lines
5.7 KiB
Plaintext
function Node_MK_GridBalls(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
|
|
name = "MK GridBalls";
|
|
|
|
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
|
|
|
|
inputs[| 1] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 2] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 4, 4 ])
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 3] = nodeValue("Light", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
|
.setDisplay(VALUE_DISPLAY.rotation);
|
|
|
|
inputs[| 4] = nodeValue("Scatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
|
|
|
|
inputs[| 5] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom_range(100000, 999999));
|
|
|
|
inputs[| 6] = nodeValue("Shading", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
|
|
.setDisplay(VALUE_DISPLAY.slider);
|
|
|
|
inputs[| 7] = nodeValue("Scatter direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.rotation);
|
|
|
|
inputs[| 8] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
|
|
.setDisplay(VALUE_DISPLAY.vector);
|
|
|
|
inputs[| 9] = nodeValue("Stretch", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
|
|
|
|
inputs[| 10] = nodeValue("Stretch direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.rotation);
|
|
|
|
inputs[| 11] = nodeValue("Stretch shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] });
|
|
|
|
inputs[| 12] = nodeValue("Roundness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
|
|
.setDisplay(VALUE_DISPLAY.slider);
|
|
|
|
inputs[| 13] = nodeValue("Twist", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
|
|
|
|
inputs[| 14] = nodeValue("Twist axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.rotation);
|
|
|
|
inputs[| 15] = nodeValue("Twist shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
|
|
.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] });
|
|
|
|
input_display_list = [ new Inspector_Sprite(s_MKFX), 5, 1,
|
|
["Surface", true], 0,
|
|
["Grid", false], 2,
|
|
["Movement", false], 8, 4, 7, 9, 10, 11, 13, 14, 15,
|
|
["Render", false], 12, 3, 6,
|
|
];
|
|
|
|
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
|
|
|
attribute_surface_depth();
|
|
|
|
dimension_index = 1;
|
|
|
|
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
|
|
inputs[| 8].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
|
|
}
|
|
|
|
static processData = function(_outSurf, _data, _output_index, _array_index) {
|
|
var _surf = _data[0];
|
|
var _dim = _data[1];
|
|
var _bamo = _data[2];
|
|
var _ldir = _data[3];
|
|
var _scat = _data[4];
|
|
var _seed = _data[5];
|
|
var _shad = _data[6];
|
|
var _rota = _data[7];
|
|
var _posi = _data[8];
|
|
|
|
var _strh = _data[ 9];
|
|
var _strh_dir = _data[10];
|
|
var _strh_shf = _data[11];
|
|
var _rond = _data[12];
|
|
|
|
var _twst = _data[13];
|
|
var _twst_axs = _data[14];
|
|
var _twst_shf = _data[15];
|
|
|
|
if(!is_surface(_surf)) return _outSurf;
|
|
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
|
|
|
|
random_set_seed(_seed);
|
|
|
|
var _sw = _dim[0];
|
|
var _sh = _dim[1];
|
|
var _col = _bamo[0];
|
|
var _row = _bamo[1];
|
|
var _amo = _row * _col;
|
|
|
|
var _irow = 1 / _row;
|
|
var _icol = 1 / _col;
|
|
|
|
var _grw = _sw * _icol;
|
|
var _grh = _sh * _irow;
|
|
var _rad = min(_grw, _grh) / 2;
|
|
|
|
var _light = [ lengthdir_x(1, _ldir), lengthdir_y(1, _ldir), 1 ];
|
|
|
|
var _cx = _sw / 2;
|
|
var _cy = _sh / 2;
|
|
var _cd = sqrt(_cx * _cx + _cy * _cy);
|
|
_strh_shf *= _cd;
|
|
|
|
var _strh_dx = lengthdir_x(1, _strh_dir);
|
|
var _strh_dy = lengthdir_y(1, _strh_dir);
|
|
|
|
var _twst_dx = lengthdir_x(1, _twst_axs - 90);
|
|
var _twst_dy = lengthdir_y(1, _twst_axs - 90);
|
|
|
|
var _rnd_rad = _rad * _rond * 2;
|
|
|
|
surface_set_shader(_outSurf, sh_mk_ballGrid);
|
|
shader_set_surface("texture", _surf);
|
|
shader_set_f("lightPos", _light);
|
|
shader_set_f("lightInt", _shad);
|
|
shader_set_f("dimension", _dim);
|
|
|
|
for( var i = 0; i < _amo; i++ ) {
|
|
var _c = i % _col;
|
|
var _r = floor(i * _icol);
|
|
|
|
var _smpw = _c * _icol;
|
|
var _smph = _r * _irow;
|
|
|
|
var _bx = (_c + 0.5) * _grw - 1;
|
|
var _by = (_r + 0.5) * _grh - 1;
|
|
|
|
var bx = _posi[0] + _bx;
|
|
var by = _posi[1] + _by;
|
|
|
|
var _cdist = point_distance(_cx, _cy, _bx, _by);
|
|
|
|
if(_twst != 0) { #region
|
|
var _cdirr = _twst_axs - point_direction(_cx, _cy, _bx, _by);
|
|
|
|
var _st_prg = _cdist * dsin(_cdirr);
|
|
var _ax_prg = _cdist * (dcos(_cdirr));
|
|
var _tw_prg = 90 + _ax_prg * _twst + _twst_shf * 360;
|
|
|
|
bx = (_bx - _twst_dx * _st_prg) + _twst_dx * _st_prg * dsin(_tw_prg);
|
|
by = (_by - _twst_dy * _st_prg) + _twst_dy * _st_prg * dsin(_tw_prg);
|
|
} #endregion
|
|
|
|
if(_strh != 0) { #region
|
|
var _cdirr = _strh_dir + 90 - point_direction(_cx, _cy, _bx, _by);
|
|
var _st_prg = _cdist * dsin(_cdirr) + _strh_shf;
|
|
var _st_str = max(0, _st_prg * _strh);
|
|
|
|
bx += _strh_dx * _st_str;
|
|
by += _strh_dy * _st_str;
|
|
} #endregion
|
|
|
|
if(_scat != 0) { #region
|
|
var _dir = random_range(0, 360) + _rota;
|
|
var _dis = random_range(0.1, 1);
|
|
|
|
bx += lengthdir_x(_dis, _dir) * _scat;
|
|
by += lengthdir_y(_dis, _dir) * _scat;
|
|
} #endregion
|
|
|
|
var _br = _rad;
|
|
|
|
shader_set_f("ballPos", bx + 1, by + 1);
|
|
shader_set_f("ballRad", _br);
|
|
shader_set_f("ballShift", 0, 0, 0);
|
|
|
|
shader_set_f("samplePos", _smpw, _smph);
|
|
|
|
if(_rond == 1) draw_circle(bx, by, _br, false);
|
|
else draw_roundrect_ext(bx - _br, by - _br, bx + _br, by + _br, _rnd_rad, _rnd_rad, false);
|
|
}
|
|
surface_reset_shader();
|
|
|
|
return _outSurf;
|
|
}
|
|
} |