mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
129 lines
4.3 KiB
Plaintext
129 lines
4.3 KiB
Plaintext
function Node_RM_Terrain(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "RM Terrain";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Surface", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
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inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 30, 45, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 4] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
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inputs[| 5] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
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inputs[| 6] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 6 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 7] = nodeValue("BG Bleed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 8] = nodeValue("Ambient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 9] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
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inputs[| 10] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true)
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inputs[| 11] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
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inputs[| 12] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 13] = nodeValue("Reflection", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
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inputs[| 14] = nodeValue("Sun Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ .5, 1, .5 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 15] = nodeValue("Shadow", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider);
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outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 0,
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["Extrusion", false], 1, 9, 10,
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["Textures", false], 11, 13,
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["Transform", false], 2, 3, 4,
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["Camera", false], 5, 6,
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["Render", false], 12, 7, 8,
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["Light", false], 14, 15,
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];
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temp_surface = [ 0, 0, 0, 0 ];
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {}
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static step = function() {
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}
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static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
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var _dim = _data[0];
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var _surf = _data[1];
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var _pos = _data[2];
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var _rot = _data[3];
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var _sca = _data[4];
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var _fov = _data[5];
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var _rng = _data[6];
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var _dpi = _data[7];
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var _amb = _data[8];
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var _thk = _data[9];
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var _tile = _data[10];
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var _text = _data[11];
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var _bgc = _data[12];
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var _refl = _data[13];
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var _sun = _data[14];
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var _sha = _data[15];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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for (var i = 0, n = array_length(temp_surface); i < n; i++)
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temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192);
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var tx = 1024;
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surface_set_shader(temp_surface[0]);
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draw_surface_stretched_safe(_surf, tx * 0, tx * 0, tx, tx);
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draw_surface_stretched_safe(_text, tx * 1, tx * 0, tx, tx);
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draw_surface_stretched_safe(_refl, tx * 2, tx * 0, tx, tx);
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surface_reset_shader();
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gpu_set_texfilter(true);
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surface_set_shader(_outSurf, sh_rm_terrain);
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for (var i = 0, n = array_length(temp_surface); i < n; i++)
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shader_set_surface($"texture{i}", temp_surface[i]);
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shader_set_i("shape", 1);
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shader_set_i("tile", _tile);
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shader_set_i("useTexture", is_surface(_text));
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shader_set_3("position", _pos);
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shader_set_3("rotation", _rot);
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shader_set_f("objectScale", _sca);
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shader_set_f("thickness", _thk);
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shader_set_f("fov", _fov);
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shader_set_2("viewRange", _rng);
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shader_set_f("depthInt", _dpi);
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shader_set_3("sunPosition", _sun);
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shader_set_f("shadow", _sha);
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shader_set_color("background", _bgc);
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shader_set_color("ambient", _amb);
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
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surface_reset_shader();
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return _outSurf;
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}
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}
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