Pixel-Composer/scripts/node_quasicrystal/node_quasicrystal.gml

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function Node_Quasicrystal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Quasicrystal";
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inputs[0] = nodeValue_Dimension(self);
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inputs[1] = nodeValue_Float("Scale", self, 16)
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 64, 0.1] })
.setMappable(6);
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inputs[2] = nodeValue_Rotation("Angle", self, 0)
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.setMappable(7);
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inputs[3] = nodeValue_Vector("Position", self, [ 0, 0 ] )
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[4] = nodeValue_Color("Color 1", self, c_white);
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inputs[5] = nodeValue_Color("Color 2", self, c_black);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[6] = nodeValueMap("Scale map", self);
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inputs[7] = nodeValueMap("Angle map", self);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[8] = nodeValue_Float("Phase", self, 0)
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.setDisplay(VALUE_DISPLAY.slider)
.setMappable(8);
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inputs[9] = nodeValueMap("Phasemap", self);
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inputs[10] = nodeValue_Rotation_Range("Angle Range", self, [ 0, 180 ]);
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [
["Output", true], 0,
["Pattern", false], 1, 6, 2, 7, 8, 9, 10,
["Colors", false], 4, 5,
];
attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
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var pos = getInputData(3);
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
var _hov = false;
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var hv = inputs[3].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;
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return _hov;
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} #endregion
static step = function() { #region
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inputs[1].mappableStep();
inputs[2].mappableStep();
inputs[8].mappableStep();
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} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _dim = _data[ 0];
var _fre = _data[ 1];
var _ang = _data[ 2];
var _pos = _data[ 3];
var _clr0 = _data[ 4];
var _clr1 = _data[ 5];
var _aran = _data[10];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_quarsicrystal);
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_2("rangleRange", _aran);
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shader_set_f_map("amount", _data[1], _data[6], inputs[ 1]);
shader_set_f_map("angle", _data[2], _data[7], inputs[ 2]);
shader_set_f_map("phase", _data[8], _data[9], inputs[ 8]);
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shader_set_color("color0", _clr0);
shader_set_color("color1", _clr1);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
return _outSurf;
} #endregion
}