mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
65 lines
2.3 KiB
Plaintext
65 lines
2.3 KiB
Plaintext
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function Node_Grid_Tri(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
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name = "Triangle Grid";
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shader = sh_grid_tri;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_pos = shader_get_uniform(shader, "position");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_rot = shader_get_uniform(shader, "angle");
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uniform_thk = shader_get_uniform(shader, "thick");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue(3, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 4] = nodeValue(4, "Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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input_display_list = [
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["Output", false], 0,
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["Pattern", false], 1, 2, 3, 4
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];
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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) {
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inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my);
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}
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static update = function() {
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var _dim = inputs[| 0].getValue();
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var _pos = inputs[| 1].getValue();
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var _sca = inputs[| 2].getValue();
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var _rot = inputs[| 3].getValue();
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var _thk = inputs[| 4].getValue();
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var _outSurf = outputs[| 0].getValue();
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if(!is_surface(_outSurf)) {
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_outSurf = surface_create_valid(_dim[0], _dim[1]);
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outputs[| 0].setValue(_outSurf);
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} else
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surface_size_to(_outSurf, _dim[0], _dim[1]);
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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shader_set(shader);
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shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]);
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shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f(uniform_sca, _sca[0], _sca[1]);
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shader_set_uniform_f(uniform_rot, degtorad(_rot));
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shader_set_uniform_f(uniform_thk, _thk);
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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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shader_reset();
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surface_reset_target();
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}
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doUpdate();
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}
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