Pixel-Composer/scripts/node_interpret_number/node_interpret_number.gml

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function Node_Interpret_Number(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Interpret Number";
dimension_index = -1;
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newInput(0, nodeValue_Float("Number", self, [] ))
.setVisible(true, true)
.setArrayDepth(1);
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newInput(1, nodeValue_Enum_Button("Mode", self, 0, [ "Greyscale", "Gradient" ]));
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newInput(2, nodeValue_Range("Range", self, [ 0, 1 ] ));
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newInput(3, nodeValue_Gradient("Gradient", self, new gradientObject(cola(c_white))))
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.setMappable(4);
//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(4, nodeValueMap("Gradient map", self));
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newInput(5, nodeValueGradientRange("Gradient map range", self, inputs[3]));
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
input_display_list = [ 0,
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["Interpret", false], 1, 2, 3, 4,
];
attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[5].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getDimension()); active &= !hv; _hov |= hv;
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return _hov;
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}
static step = function() {
var _mode = getInputData(1);
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inputs[3].setVisible(_mode == 1);
inputs[3].mappableStep();
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
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static BATCH_SIZE = 128;
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var _val = _data[0];
var _mod = _data[1];
var _ran = _data[2];
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if(is_array(_val) && array_empty(_val)) return _outSurf;
if(!is_array(_val)) _val = [ _val ];
var _num = array_spread(_val);
var _amo = array_length(_num);
_outSurf = surface_verify(_outSurf, _amo, 1, attrDepth());
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if(_amo == 0) return _outSurf;
surface_set_shader(_outSurf, sh_interpret_number);
shader_set_i("mode", _mod);
shader_set_f("range", _ran);
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shader_set_gradient(_data[3], _data[4], _data[5], inputs[3]);
for(var i = 0; i < _amo; i += BATCH_SIZE) {
var _arr = [];
array_copy(_arr, 0, _num, i, BATCH_SIZE);
shader_set_f("number", _arr);
draw_sprite_stretched(s_fx_pixel, 0, i, 0, BATCH_SIZE, 1);
}
surface_reset_shader();
return _outSurf;
}
}