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Nodes
This is a description of some of the nodes that comes with Plane9. The ports are colored according to their type as can be seen in the documentation.
Render
Screen
A part of the screen that we should render everything to
Input ports
| Name | Type | Description |
|---|
| Render | Render | Render |
| Viewport | Rect | Viewport |
Output ports
| Name | Type | Description |
|---|
| Render | Render | Render |
RenderRect
Renders a rectangle
Input ports
| Name | Type | Description |
|---|
| Rect | Rect | Rect |
| Color | Color | Color |
| SrcBlend | Int | Source blend mode |
| DstBlend | Int | Destination blend mode |
| Texture | Texture | Texture |
| Render | Render | Render |
Output ports
| Name | Type | Description |
|---|
| Render | Render | Render |
Clear
Fills the viewport with a single color.
Input ports
| Name | Type | Description |
|---|
| Color | Color | Color |
Output ports
| Name | Type | Description |
|---|
| Render | Render | Render |
Math
Sin
Sin math function
Input ports
| Name | Type | Description |
|---|
| Min | Float | Min value |
| Max | Float | Max value |
| Offset | Float | Offset |
| Frequency | Float | Frequency of the wave |
Output ports
| Name | Type | Description |
|---|
| Value | Float | Computed value |
Expression
Math expression evaluator. Please see the website for a detailed description of this node
Input ports
| Name | Type | Description |
|---|
| In1 | Float | Input value 1 |
| In2 | Float | Input value 1 |
| In3 | Float | Input value 1 |
| In4 | Float | Input value 1 |
| In5 | Float | Input value 1 |
| Expression | String | Expression to be evaluated. Inputs are in1,in2,in3,in4,in5,time(local or scene), scenetime (always scene runtime), deltatime (not correct when connected to local port), perm (Not reset for the life of the node. Initial value 0) and permrand (Not reset for the life of the node. Initial value 0.0-1.0).. Outputs are named out1,out2 and out3. Please see the website for detailed description of this port. Some of the allowed values are abs, mod, min, max, sqrt, sin, cos, tan, atan, log, lb, exp, ceil, floor, deg, rad, if, select, equal, above, below, clip, clamp, and, or, not. |
Output ports
| Name | Type | Description |
|---|
| Out1 | Float | Computed value |
| Out2 | Float | Computed value |
| Out3 | Float | Computed value |
Rotator
Computes rotation values
Input ports
| Name | Type | Description |
|---|
| StartRotX | Float | Initial rotation along X axis |
| StartRotY | Float | Initial rotation along Y axis |
| StartRotZ | Float | Initial rotation along Z axis |
| RotSpeedX | Float | Rotation speed along X axis (Rotations/minute) |
| RotSpeedY | Float | Rotation speed along Y axis (Rotations/minute) |
| RotSpeedZ | Float | Rotation speed along Z axis (Rotations/minute) |
Output ports
| Name | Type | Description |
|---|
| RotX | Float | Rotation along X axis |
| RotY | Float | Rotation along Y axis |
| RotZ | Float | Rotation along Z axis |
Music
Spectrum
The current music as a spectrum
Input ports
| Name | Type | Description |
|---|
| NoMusicLeft | Float | Value to use if no music is playing |
| NoMusicRight | Float | Value to use if no music is playing |
| NoMusicMono | Float | Value to use if no music is playing |
| Amplification | Float | How much to amplify the values |
Output ports
| Name | Type | Description |
|---|
| Mono | Float | Spectrum values for the left+right channel |
| LeftChannel | Float | Spectrum values for the left channel |
| RightChannel | Float | Spectrum values for the right channel |
Waveform
The waveform of the music in the range -1.0 to 1.0
Input ports
| Name | Type | Description |
|---|
| NoMusicLeft | Float | Value to use if no music is playing |
| NoMusicRight | Float | Value to use if no music is playing |
| NoMusicMono | Float | Value to use if no music is playing |
| Amplification | Float | How much to amplify the values |
Output ports
| Name | Type | Description |
|---|
| Mono | Float | Waveform values for the left+right channel |
| LeftChannel | Float | Waveform data for the left channel |
| RightChannel | Float | Waveform data for the right channel |
| AvgLeftChannel | Float | Average of the waveform data for the left channel |
| AvgRightChannel | Float | Average of the waveform data for the right channel |
Beat
Detects the beat in the currently playing music and output its as a value going from 0.0 to 1.0
Input ports
| Name | Type | Description |
|---|
| NoMusic | Float | Value to use if no music is playing |
| Amplification | Float | How much to amplify the values |
| Min | Float | Minimum value |
| Max | Float | Maximum value |
Output ports
| Name | Type | Description |
|---|
| BeatStrength | Float | The strength of the current beat |
Color
RGBAToColor
Combines a red, green, blue and alpha component to a color
Input ports
| Name | Type | Description |
|---|
| Red | Float | The red color component |
| Green | Float | The green color component |
| Blue | Float | The blue color component |
| Alpha | Float | The alpha color component |
Output ports
| Name | Type | Description |
|---|
| Color | Color | Color |
HSVAToColor
Converts a Hue, Saturation, Value and alpha component to a color
Input ports
| Name | Type | Description |
|---|
| Hue | Float | The 'real' color. In degrees |
| Saturation | Float | The saturation of the color. Can be though of as the purity of the color. 0.0 is grey and 1.0 is a 'pure' color |
| Value | Float | The brightness of the color |
| Alpha | Float | The alpha color component |
Output ports
| Name | Type | Description |
|---|
| Color | Color | Color |
HSLAToColor
Converts a Hue, Saturation, Lightness and alpha component to a color
Input ports
| Name | Type | Description |
|---|
| Hue | Float | The 'real' color. In degrees |
| Saturation | Float | The saturation of the color. |
| Lightness | Float | The lightness of the color |
| Alpha | Float | The alpha color component |
Output ports
| Name | Type | Description |
|---|
| Color | Color | Color |
Other
Vector
Combines a x, y and z component to a 3d vector
Input ports
| Name | Type | Description |
|---|
| x | Float | The x component |
| y | Float | The y component |
| z | Float | The z component |
Output ports
| Name | Type | Description |
|---|
| Vector | Vector | Vector |
Game
Asteroids
A self playing asteroids game
Input ports
| Name | Type | Description |
|---|
| Width | Float | Width of asteroid field |
| Height | Float | Height of asteroid field |
| NumAsteroids | Int | Number of asteroids |
| NumFragments | Int | Number of fragments a large asteroid gets split into |
| LevelTime | Float | How long to wait before we reset the whole level (sec) |
| Effect | Effect | Effect |
| ShipCol | Color | Color of the ship |
| BulletCol | Color | Color of the bullets |
| AsteroidCol | Color | Color of the asteroids |
| AdjustForAspect | Bool | Adjust the width and height depending on the screen aspect |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
PingPong
A autoplaying ping pong game
Input ports
| Name | Type | Description |
|---|
| Effect | Effect | Effect |
| Width | Float | Width of playing field |
| Height | Float | Height of playing field |
| BallCol | Color | Color of the ball |
| Paddle1Col | Color | Color of paddle 1 |
| Paddle2Col | Color | Color of paddle 2 |
| BallSize | Vector | Size of the ball |
| Paddle1Size | Vector | Size of paddle 1 |
| Paddle2Size | Vector | Size of paddle 2 |
| AdjustForAspect | Bool | Adjust the width and height depending on the screen aspect |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Object
Grass
Simulates some grass. A straw will be placed at each point in the mesh. The straws direction will be along the normal
Input ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh that will be used to decide where to create the straws |
| Effect | Effect | Effect to apply |
| Width | Float | Straws base width |
| WidthVar | Float | Straws base width variance |
| Gravity | Vector | Gravity |
| TopWidthFactor | Float | Straw top width relative to it's base width |
| WindDir | Vector | Global wind direction |
| LWindDirVar | Vector | Local wind direction variance |
| Strength | Float | Strength of 1st constraint |
| Strength2 | Float | Strength of 2nd constraint |
| Height | Float | Base height of each straw |
| HeightVar | Float | Height variance of each straw |
| Segments | Int | Number of segments |
| Color | Color | Color of the grass |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Lines
Draws random lines in a criss cross pattern
Input ports
| Name | Type | Description |
|---|
| Width | Float | Width of drawing area |
| Height | Float | Height of drawing area |
| NumSectionsWidth | Int | Number of subdivisions we should do along the width of the line. Usefull when applying a vertex shaders |
| NumSectionsHeight | Int | Number of subdivisions we should do along the height of the line. Usefull when applying a vertex shaders |
| RepeatTexU | Int | How many times we should repeat the texture U over the line |
| RepeatTexV | Int | How many times we should repeat the texture V over the line |
| Thickness | Float | Thickness of the lines. Set when line is created |
| LocalThickness | Float | Thickness to add to the base thickness. (Local) |
| Color | Color | Color of the lines |
| LocalColor | Color | Color of the lines (Local) |
| LinesPerSec | Float | Number of lines to add per second |
| LineLifeTime | Float | How long time line should live. Set when line is created |
| RotationSpeed | Float | The speed of the line rotation |
| RotationSpeedVar | Float | The speed of the line rotation variance |
| Effect | Effect | Effect |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Metaballs
Draws metaballs
Input ports
| Name | Type | Description |
|---|
| NumBalls | Int | Number of metaballs |
| GridSize | Int | Size of the grid subdivision. Higher value will be smoother but slower |
| Threshold | Float | At what energy threshold we will create the hull of the balls |
| Speed | Float | Speed of ball movement |
| Effect | Effect | Effect |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Bars
Draws a set of bars by local evaluation of input
Input ports
| Name | Type | Description |
|---|
| NumBars | Int | Number of bars |
| BarHeight | Float | Height of each bar (Local) |
| Color | Color | Color of the bars |
| OutlineEffect | Effect | Effect to apply to the outline of the bars |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Oscilloscope
A oscilloscope
Input ports
| Name | Type | Description |
|---|
| NumLines | Int | Number of line segments |
| Color | Color | Color of the lines |
| Wave | Float | The wave that should be shown (Local) |
| Effect | Effect | Effect to apply to the lines |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Starfield
A starfield
Input ports
| Name | Type | Description |
|---|
| Effect | Effect | Effect |
| Object | Object | Object |
| NumStars | Int | Number of stars |
| Dir | Vector | Star movement dir |
| CamRot | Vector | Camera rotation |
| SpaceSize | Vector | Size of space |
| StartColMin | Color | Star start color (Min) |
| StartColMax | Color | Star start color (Max) |
| EndColMin | Color | Star end color (Min) |
| EndColMax | Color | Star end color (Max) |
| StarSize | Vector | Size of a single star (Used for all but point and line modes) |
| PrimType | Int | Type of primitive |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Planestate
Objects moving around in hypnotic ways. Will draw a 'Object' in each location. If there isn't any 'Object' connection it will draw quads using 'Effect' instead
Input ports
| Name | Type | Description |
|---|
| PointEffect | Effect | Point Effect |
| PointObject | Object | Point Object |
| OutlineEffect | Effect | Outline Effect |
| Effect | Effect | Effect |
| Object | Object | Object. If not corrected we will use quads using the 'effect' instead |
| NumObjects | Int | Number of objects |
| ObjectYDelta | Float | Distance between each object |
| CenterAxisRot | Vector | Rotation of the center axis |
| ObjectCAxisRot | Vector | Objects center axis rotation |
| ObjectRot | Vector | Objects rotation |
| ObjectScale | Vector | Scale of objects |
| CenterAxisDist | Vector | Objects distance from center axis |
| ObjectCol | Color | Color of object |
| PointCol | Color | Point color |
| OutlineCol | Color | Outline color of the plane |
| PointSize | Vector | Point size |
| ObjectPivotPos | Vector | Pivot position of objects |
| PrimType | Int | Type of primitive |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
MatrixTrails
Matrix trails
Input ports
| Name | Type | Description |
|---|
| Effect | Effect | Effect |
| CharDelay | Float | Time to wait before we add a new char |
| FadeSpeed | Float | How quickly the trails will fade away |
| NumColumns | Int | Number of columns |
| NumRows | Int | Number of rows |
| CharCol | Color | Color of the trails |
| NumChars | Int | Number of characters in the font texture |
| CharWidthTex | Float | The width of a character |
| CharHeightTex | Float | The height of a character |
| Width | Float | Width of object |
| Height | Float | Height of object |
| AdjustForAspect | Bool | Adjust the width and height depending on the screen aspect |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
LineBounce
A number of lines bouncing around in a box
Input ports
| Name | Type | Description |
|---|
| Effect | Effect | Effect |
| Color | Color | Color of the line |
| PointSpeed | Float | Movement speed of each point. The point speed will be updated at each bounce |
| NumObjects | Int | Number of objects |
| NumPointsPerObj | Int | Number of lines in each object |
| NumTrails | Int | Number of trails that will be left by the objects |
| Width | Float | Width of space |
| Height | Float | Height of space |
| Depth | Float | Depth of space |
| AdjustForAspect | Bool | Adjust the width and height depending on the screen aspect |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
DelayedTransform
Rotates a set of objects at different scales using a delay
Input ports
| Name | Type | Description |
|---|
| Object | Object | Object |
| NumObjects | Int | Number of objects |
| Delay | Float | Delay before moving current transform to the next object |
| PosDelta | Vector | Position change between each object |
| RotDelta | Vector | Rotation rotation change between each object |
| ScaleDelta | Vector | How much to scale each object relative to the last object |
| DelayedPosDelta | Vector | Delayed position |
| DelayedRotDelta | Vector | Delayed rotation |
| DelayedScaleDelta | Vector | How much to scale each object relative to the last object |
| Color | Color | The color of the center object |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
MeshObject
A simple object formed by a mesh and an effect
Input ports
| Name | Type | Description |
|---|
| Effect | Effect | Effect |
| Mesh | Mesh | Mesh |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Clone
Clones a object
Input ports
| Name | Type | Description |
|---|
| NumClones | Int | Number of clones to create |
| Pos | Vector | Position of object object |
| Rot | Vector | Rotation of object |
| Scale | Vector | Scale of object |
| PosChange | Vector | Change in position per cloned object |
| RotChange | Vector | Change in rotation per cloned object |
| ScaleChange | Vector | Change in scale per cloned object |
| Color | Color | Color of object |
| Center | Bool | Center the row of cloned objects |
| Object | Object | Object |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
CloneExpression
Clones object using an expression
Input ports
| Name | Type | Description |
|---|
| NumObjectsX | Int | Number of objects to create in X |
| NumObjectsY | Int | Number of objects to create in Y |
| NumObjectsZ | Int | Number of objects to create in Z |
| AdjustForAspect | Bool | Adjust the number of clones in X by the screen aspect |
| Center | Bool | Center the objects. Assumes distance between cloned objects are 1.0 |
| In1 | Float | Input value 1 |
| In2 | Float | Input value 1 |
| In3 | Float | Input value 1 |
| In4 | Float | Input value 1 |
| In5 | Float | Input value 1 |
| Expression | String | Expression to be evaluated for each cloned object. x/y/z contains the index of the current object. time=runtime in seconds. aspect=window aspect. numobjectsx/y/z is the number of objects in each axis. Output values are pos.x, pos.y, pos.z, rot.x, rot.y, scale.x, scale.y, scale.z, rot.z, col.r, col.g, col.b, col.a. Please see the website for detailed description of this port. |
| Effect | Effect | The effect to place on the square if no object is connected |
| Object | Object | Object to clone. If nothing is connected a square in the x/y plane will be used |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Transform
Transforms 1 to 5 objects using the same transformation
Input ports
| Name | Type | Description |
|---|
| Pos | Vector | Position of object object |
| Rot | Vector | Rotation of object |
| Scale | Vector | Scale of object |
| Color | Color | Color of object |
| Object1 | Object | Object 1 |
| Object2 | Object | Object 2 |
| Object3 | Object | Object 3 |
| Object4 | Object | Object 4 |
| Object5 | Object | Object 5 |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Particles
A particle system
Input ports
| Name | Type | Description |
|---|
| Effect | Effect | Effect |
| Object | Object | Object |
| ParticlesPerSec | Int | Number of particles added per second |
| Speed | Float | Initial speed of particles |
| Direction | Vector | Direction of particles (Not used by object emitter) |
| SpreadMin | Float | Minimum angle of inital particle direction. For cone type emitters |
| SpreadMax | Float | Maximum angle of inital particle direction. For cone type emitters |
| TimeToLive | Float | How long time the particle should live |
| TimeToLiveVar | Float | How long time the particle should live variance |
| ColorBase | Color | Base color of particle. This is set during particle creation |
| Color | Color | Color of particle (Local). Added to base color |
| Size | Float | The size of the particle when created |
| SizeVar | Float | The size of the particle when created variance |
| SizeLocal | Float | Size of particle (Local). Added to 'StartSize' |
| EmitterType | Int | Type of emitter. Particles will be generated inside the shape |
| EmitterPos | Vector | Position of emitter |
| EmitterRot | Vector | Rotation of emitter |
| EmitterWidth | Float | Width of emitter. (Used by cube) |
| EmitterHeight | Float | Height of emitter. (Used by cube, cylinder, line) |
| EmitterDepth | Float | Depth of emitter. (Used by cube) |
| EmitterRadius | Float | Radius of emitter. (Used by sphere, cylinder) |
| ScaleByAspect | Bool | Adjust the size of the emitter depending on the aspect of the screen. |
| PrimType | Int | Type of primitive |
| Gravity | Vector | Direction and strength of gravity |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Voronoi
Calculates a 2d voronoi diagram. Ports marked as 'local' are locally evaluated with a time value going from 0.0 to 1.0 depeding on the index of the point
Input ports
| Name | Type | Description |
|---|
| NumPoints | Int | Number of points/sites |
| LineWidth | Float | Width of the lines |
| PointSize | Float | Size of points |
| LineColor | Color | Line color (Local) |
| PointColor | Color | Point/site color (Local) |
| CellColor | Color | Color of the cell (Local) |
| Expression | String | Evaluates points using an expression. Inputs are time,pointnr,numpoints. Inputs & outputs are vel.x,vel.y,pos.x,pos.y. Please see the website for detailed description of this port. Some of the allowed values are abs, mod, min, max, sqrt, sin, cos, tan, atan, log, lb, exp, ceil, floor, deg, rad, if, select, equal, above, below, clip, clamp, and, or, not. |
| PointEffect | Effect | Effect applied to the points (also known as sites) |
| LineEffect | Effect | Effect applied to the lines |
| CellEffect | Effect | Effect applied to the inside of the cells |
Output ports
| Name | Type | Description |
|---|
| Object | Object | Object |
Mesh
Plane
A 2d plane
Input ports
| Name | Type | Description |
|---|
| Width | Float | Width |
| Height | Float | Height |
| TesselateW | Int | Width tessellation |
| TesselateH | Int | Height tessellation |
| ScaleU | Float | Scale of texture U |
| ScaleV | Float | Scale of texture V |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
Cube
A cube
Input ports
| Name | Type | Description |
|---|
| Size | Vector | Cube size |
| ScaleU | Float | Scale of texture U |
| ScaleV | Float | Scale of texture V |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
Sphere
A sphere
Input ports
| Name | Type | Description |
|---|
| Radius | Float | Radius |
| NumRings | Int | Number of rings |
| NumSegments | Int | Number of segments |
| ScaleU | Float | Scale of texture U |
| ScaleV | Float | Scale of texture V |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
Cone
A cone
Input ports
| Name | Type | Description |
|---|
| Radius | Float | Radius |
| Height | Float | Height |
| NumSegments | Int | Number of segments |
| ScaleU | Float | Scale of texture U |
| ScaleV | Float | Scale of texture V |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
Cylinder
A cylinder
Input ports
| Name | Type | Description |
|---|
| Radius | Float | Radius |
| RadiusScaleTop | Float | Scale adjustment of top ring |
| RadiusScaleBottom | Float | Scale adjustment of bottom ring |
| Height | Float | Height |
| NumSegments | Int | Number of segments |
| ScaleU | Float | Scale of texture U |
| ScaleV | Float | Scale of texture V |
| Capped | Bool | Put caps on the top and bottom of the cylinder |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
Disc
Creates a disc mesh
Input ports
| Name | Type | Description |
|---|
| OuterRadius | Float | Radius of the outer ring |
| InnerRadius | Float | Radius of the inner ring |
| NumSegments | Int | Number of segments |
| End | Float | Where the disc should end if we shouldn't create a complete disc |
| ScaleU | Float | Scale of texture U |
| ScaleV | Float | Scale of texture V |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
Torus
A torus. Can also be twisted into a knot
Input ports
| Name | Type | Description |
|---|
| SubAxis | Int | Subdivisions axis |
| SubHeight | Int | Subdivisions height |
| Radius | Float | Radius |
| Thickness | Float | Thickness |
| Clumps | Int | Number of clones to create |
| ClumpOffset | Float | Offset of the clumps |
| ClumpScale | Float | Scale of a clumps |
| P | Float | P |
| Q | Float | Q |
| ScaleU | Float | Scale of texture U |
| ScaleV | Float | Scale of texture V |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
CloneMesh
Clones a mesh
Input ports
| Name | Type | Description |
|---|
| NumClones | Int | Number of clones to create |
| PosChange | Vector | Change in position per cloned mesh |
| RotChange | Vector | Change in rotation per cloned mesh |
| ScaleChange | Vector | Change in scale per cloned mesh |
| Mesh | Mesh | Mesh |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
CloneMeshExpression
Clones a mesh using an expression
Input ports
| Name | Type | Description |
|---|
| NumObjectsX | Int | Number of objects to create in X |
| NumObjectsY | Int | Number of objects to create in Y |
| NumObjectsZ | Int | Number of objects to create in Z |
| In1 | Float | Input value 1 |
| In2 | Float | Input value 1 |
| In3 | Float | Input value 1 |
| In4 | Float | Input value 1 |
| In5 | Float | Input value 1 |
| Expression | String | Expression to be evaluated for each cloned object. x/y/z contains the index of the current object. numobjectsx/y/z is the number of objects in each axis. Output values are pos.x, pos.y, pos.z, rot.x, rot.y, scale.x, scale.y, scale.z, rot.z, col.r, col.g, col.b, col.a. Please see the website for detailed description of this port. |
| Mesh | Mesh | Mesh to clone |
Output ports
| Name | Type | Description |
|---|
| Mesh | Mesh | Mesh |
Effect
BasicEffect
A basic effect with a texture
Input ports
| Name | Type | Description |
|---|
| Texture | Texture | Texture |
| DepthTest | Bool | Test any written values against the depth buffer |
| DepthWrite | Bool | Write to the depth buffer when rendering new objects |
| AALine | Bool | Antialiased line |
| AlphaBlend | Bool | Alpha blend |
| SrcBlend | Int | Source blend mode |
| DstBlend | Int | Destination blend mode |
| CullMode | Int | Cull mode |
Output ports
| Name | Type | Description |
|---|
| Effect | Effect | Effect |
Shader
A customer cgfx shader
Input ports
| Name | Type | Description |
|---|
| DepthTest | Bool | Test any written values against the depth buffer |
| DepthWrite | Bool | Write to the depth buffer when rendering new objects |
| AALine | Bool | Antialiased line |
| SrcBlend | Int | Source blend mode |
| DstBlend | Int | Destination blend mode |
| CullMode | Int | Cull mode |
| In1 | Vector | Input vector 1 |
| In2 | Vector | Input vector 2 |
| In3 | Vector | Input vector 3 |
| Color1 | Color | Input color 1 |
| Color2 | Color | Input color 2 |
| Shader | String | Cgfx shader to be used. Most common matrices exists in the form gWVP for the WorldViewProjection matrix. There is also time,in1,in2,in3,color1,color2,tex1,tex2,tex3. VSInput contains pos,col,tex,normal |
| Expression | String | Preprocessing expression. Inputs are the same as the node inputs in1.x, in2.y and so on. There is also time,deltatime,perm (Not reset for the life of the node. Initial value 0) and permrand (Not reset for the life of the node. Initial value 0.0-1.0). Before the input values will be set they can be changed using this expression. Use this to moving an expression like 'sin(time)' from the vertex/pixel shader. Please see the website for detailed description of this port. |
| Texture1 | Texture | Texture 1 |
| Texture2 | Texture | Texture 2 |
| Texture3 | Texture | Texture 3 |
Output ports
| Name | Type | Description |
|---|
| Effect | Effect | Effect |
Texture
FileTexture
Loads in a texture from disk. Handles various formats including but not limited to jpeg, png, bmp, gif, tga. But only in the size of 256x256
Input ports
| Name | Type | Description |
|---|
| Filename | String | Filename of the 256x256 texture we should use |
Output ports
| Name | Type | Description |
|---|
| Texture | Texture | Texture |
RenderToTexture
Converts a render port to a texture port
Input ports
| Name | Type | Description |
|---|
| Render | Render | Render |
Output ports
| Name | Type | Description |
|---|
| Texture | Texture | Texture |
CopyToTexture
Copies everything that has been rendered so far to a texture
Input ports
| Name | Type | Description |
|---|
| Rect | Rect | The rectangle to copy from the render buffer |
| Render | Render | Render |
Output ports
| Name | Type | Description |
|---|
| Render | Render | Render |
| Texture | Texture | Texture |
Blur
Blurs a texture
Input ports
| Name | Type | Description |
|---|
| Width | Int | Width of the blur |
| Amplify | Int | Amplification |
| Texture | Texture | Texture |
Output ports
| Name | Type | Description |
|---|
| Texture | Texture | Texture |
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