mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
69 lines
No EOL
2 KiB
Text
69 lines
No EOL
2 KiB
Text
function Node_Pixel_Cloud(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Pixel Cloud";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValueSeed(self));
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newInput(2, nodeValue_Float("Strength", self, 0.1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] });
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newInput(3, nodeValue_Surface("Strength map", self));
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newInput(4, nodeValue_Gradient("Color over lifetime", self, new gradientObject(cola(c_white))))
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.setMappable(9);
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newInput(5, nodeValue_Float("Distance", self, 1));
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newInput(6, nodeValue_Curve("Alpha over lifetime", self, CURVE_DEF_11));
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newInput(7, nodeValue_Float("Random blending", self, 0.1))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(8, nodeValue_Bool("Active", self, true));
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active_index = 8;
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(9, nodeValueMap("Gradient map", self));
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newInput(10, nodeValueGradientRange("Gradient map range", self, inputs[4]));
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//////////////////////////////////////////////////////////////////////////////////////////////////
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input_display_list = [ 8,
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["Input", true], 0, 1,
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["Movement", false], 5, 2, 3,
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["Color", true], 4, 9, 6, 7
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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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static step = function() {
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inputs[4].mappableStep();
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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surface_set_shader(_outSurf, sh_pixel_cloud);
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shader_set_f("seed" , _data[1]);
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shader_set_f("strength", _data[2]);
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shader_set_f("dist" , _data[5]);
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shader_set_i("useMap", is_surface(_data[3]));
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shader_set_surface("strengthMap", _data[3]);
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shader_set_gradient(_data[4], _data[9], _data[10], inputs[4]);
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shader_set_f("alpha_curve" , _data[6]);
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shader_set_i("curve_amount", array_length(_data[6]));
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shader_set_f("randomAmount", _data[7]);
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draw_surface_safe(_data[0]);
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surface_reset_shader();
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return _outSurf;
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}
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} |