Pixel-Composer/scripts/node_stripe/node_stripe.gml

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function Node_Stripe(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Stripe";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_Float("Amount", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] })
.setMappable(11);
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newInput(2, nodeValue_Rotation("Angle", self, 0))
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.setMappable(12);
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newInput(3, nodeValue_Enum_Button("Type", self, 0, [ "Solid", "Smooth", "AA" ]));
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newInput(4, nodeValue_Vec2("Position", self, [ 0, 0 ] ))
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.setUnitRef(function(index) { return getDimension(index); });
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newInput(5, nodeValue_Float("Random", self, 0))
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.setDisplay(VALUE_DISPLAY.slider)
.setMappable(13);
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newInput(6, nodeValue_Enum_Button("Coloring", self, 0, [ "Alternate", "Palette", "Random" ]));
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newInput(7, nodeValue_Gradient("Colors", self, new gradientObject(cola(c_white))))
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.setMappable(15);
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newInput(8, nodeValue_Color("Color 1", self, cola(c_white)));
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newInput(9, nodeValue_Color("Color 2", self, cola(c_black)));
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newInput(10, nodeValue_Float("Strip ratio", self, 0.5))
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.setDisplay(VALUE_DISPLAY.slider)
.setMappable(14);
//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(11, nodeValueMap("Amount map", self));
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newInput(12, nodeValueMap("Angle map", self));
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newInput(13, nodeValueMap("Random map", self));
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newInput(14, nodeValueMap("Ratio map", self));
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newInput(15, nodeValueMap("Gradient map", self));
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newInput(16, nodeValueGradientRange("Gradient map range", self, inputs[7]));
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(17, nodeValue_Float("Progress", self, 0.5))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(18, nodeValue_Palette("Colors", self, [ c_black, c_white ] ));
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newInput(19, nodeValueSeed(self));
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
input_display_list = [ 19,
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["Output", true], 0,
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["Pattern", false], 1, 11, 10, 14, 2, 12, 4, 5, 13, 17,
["Render", false], 3, 6, 7, 15, 8, 9, 18,
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];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
PROCESSOR_OVERLAY_CHECK
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var pos = current_data[4];
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
var _hov = false;
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var hv = inputs[4].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
var hv = inputs[2].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
var hv = inputs[16].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, current_data[0]); active &= !hv; _hov |= hv;
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return _hov;
}
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static step = function() {
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var _clr = getSingleValue(6);
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inputs[ 1].mappableStep();
inputs[ 2].mappableStep();
inputs[ 5].mappableStep();
inputs[ 7].mappableStep();
inputs[10].mappableStep();
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inputs[ 8].setVisible(_clr == 0);
inputs[ 9].setVisible(_clr == 0);
inputs[18].setVisible(_clr == 1);
inputs[ 7].setVisible(_clr == 2);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _dim = _data[0];
var _bnd = _data[3];
var _pos = _data[4];
var _clr0 = _data[8];
var _clr1 = _data[9];
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var _prg = _data[17];
var _pal = _data[18];
var _seed = _data[19];
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var _color = _data[6];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_stripe);
shader_set_f("seed", _seed);
shader_set_f("dimension", _dim[0], _dim[1]);
shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_i("blend", _bnd);
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shader_set_f("progress", _prg);
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shader_set_f_map("amount", _data[ 1], _data[11], inputs[ 1]);
shader_set_f_map("angle", _data[ 2], _data[12], inputs[ 2]);
shader_set_f_map("randomAmount", _data[ 5], _data[13], inputs[ 5]);
shader_set_f_map("ratio", _data[10], _data[14], inputs[10]);
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shader_set_i("coloring", _color);
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shader_set_color("color0", _clr0);
shader_set_color("color1", _clr1);
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shader_set_palette(_pal);
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shader_set_gradient(_data[7], _data[15], _data[16], inputs[7]);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
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return _outSurf;
} #endregion
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}