mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 15:36:16 +01:00
74 lines
No EOL
2.1 KiB
Text
74 lines
No EOL
2.1 KiB
Text
function Node_Noise_FBM(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "FBM Noise";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValueSeed(self));
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newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ]));
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newInput(3, nodeValue_Vec2("Scale", self, [ 4, 4 ]));
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newInput(4, nodeValue_Int("Iteration", self, 4));
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newInput(5, nodeValue_Enum_Button("Color mode", self, 0, [ "Greyscale", "RGB", "HSV" ]));
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newInput(6, nodeValue_Slider_Range("Color R range", self, [ 0, 1 ]));
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newInput(7, nodeValue_Slider_Range("Color G range", self, [ 0, 1 ]));
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newInput(8, nodeValue_Slider_Range("Color B range", self, [ 0, 1 ]));
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input_display_list = [
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["Output", false], 0,
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["Noise", false], 1, 2, 3, 4,
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["Color", false], 5, 6, 7, 8,
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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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var _col = getInputData(5);
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inputs[6].setVisible(_col != 0);
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inputs[7].setVisible(_col != 0);
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inputs[8].setVisible(_col != 0);
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inputs[6].name = _col == 1? "Color R range" : "Color H range";
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inputs[7].name = _col == 1? "Color G range" : "Color S range";
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inputs[8].name = _col == 1? "Color B range" : "Color V range";
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
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var _sed = _data[1];
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var _pos = _data[2];
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var _sca = _data[3];
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var _itr = _data[4];
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var _col = _data[5];
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var _clr = _data[6];
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var _clg = _data[7];
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var _clb = _data[8];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_noise_fbm);
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shader_set_2("position", _pos);
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shader_set_2("scale", _sca);
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shader_set_f("seed", _sed);
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shader_set_i("iteration", _itr);
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shader_set_i("colored", _col);
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shader_set_2("colorRanR", _clr);
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shader_set_2("colorRanG", _clg);
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shader_set_2("colorRanB", _clb);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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surface_reset_shader();
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return _outSurf;
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}
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} |