Pixel-Composer/scripts/node_grid/node_grid.gml

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function Node_Grid(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
name = "Grid";
shader = sh_grid;
uniform_pos = shader_get_uniform(shader, "position");
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uniform_dim = shader_get_uniform(shader, "dimension");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_wid = shader_get_uniform(shader, "width");
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uniform_ang = shader_get_uniform(shader, "angle");
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uniform_shf = shader_get_uniform(shader, "shift");
uniform_shx = shader_get_uniform(shader, "shiftAxis");
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uniform_hgt = shader_get_uniform(shader, "height");
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uniform_col1 = shader_get_uniform(shader, "col1");
uniform_col2 = shader_get_uniform(shader, "col2");
uniform_sam = shader_get_uniform(shader, "useSampler");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.02)
.setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]);
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inputs[| 4] = nodeValue(4, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 5] = nodeValue(5, "Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 6] = nodeValue(6, "Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
inputs[| 7] = nodeValue(7, "Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 8] = nodeValue(8, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [-0.5, 0.5, 0.01]);
inputs[| 9] = nodeValue(9, "Shift axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, ["X", "Y"]);
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inputs[| 10] = nodeValue(10, "Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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input_display_list = [
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["Output", false], 0,
["Pattern", false], 1, 4, 2, 3, 9, 8,
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["Render", false], 5, 6, 7, 10
];
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static drawOverlay = function(active, _x, _y, _s, _mx, _my) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my);
}
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static update = function() {
var _dim = inputs[| 0].getValue();
var _pos = inputs[| 1].getValue();
var _sca = inputs[| 2].getValue();
var _wid = inputs[| 3].getValue();
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var _ang = inputs[| 4].getValue();
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var _sam = inputs[| 7].getValue();
var _shf = inputs[| 8].getValue();
var _shx = inputs[| 9].getValue();
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var _hgt = inputs[| 10].getValue();
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var _col1 = inputs[| 5].getValue();
var _col2 = inputs[| 6].getValue();
var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
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_outSurf = surface_create_valid(_dim[0], _dim[1]);
outputs[| 0].setValue(_outSurf);
} else
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surface_size_to(_outSurf, _dim[0], _dim[1]);
surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
shader_set(shader);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]);
shader_set_uniform_f_array(uniform_sca, _sca);
shader_set_uniform_f(uniform_wid, _wid);
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shader_set_uniform_f(uniform_ang, degtorad(_ang));
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shader_set_uniform_f(uniform_sam, is_surface(_sam));
shader_set_uniform_f(uniform_shf, _shf);
shader_set_uniform_i(uniform_shx, _shx);
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shader_set_uniform_i(uniform_hgt, _hgt);
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shader_set_uniform_f_array(uniform_col1, colToVec4(_col1));
shader_set_uniform_f_array(uniform_col2, colToVec4(_col2));
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if(is_surface(_sam))
draw_surface_stretched(_sam, 0, 0, _dim[0], _dim[1]);
else
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
}
doUpdate();
}