Pixel-Composer/scripts/node_grid_hex/node_grid_hex.gml

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2022-12-13 14:11:39 +01:00
function Node_Grid_Hex(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
name = "Hexagonal Grid";
shader = sh_grid_hex;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_rot = shader_get_uniform(shader, "angle");
uniform_thk = shader_get_uniform(shader, "thick");
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, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 4] = nodeValue(4, "Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
input_display_list = [
["Output", false], 0,
["Pattern", false], 1, 2, 3, 4
];
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, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
static update = function() {
var _dim = inputs[| 0].getValue();
var _pos = inputs[| 1].getValue();
var _sca = inputs[| 2].getValue();
var _rot = inputs[| 3].getValue();
var _thk = inputs[| 4].getValue();
var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
_outSurf = surface_create_valid(_dim[0], _dim[1]);
outputs[| 0].setValue(_outSurf);
} else
surface_size_to(_outSurf, _dim[0], _dim[1]);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
shader_set(shader);
shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_uniform_f(uniform_sca, _sca[0], _sca[1]);
shader_set_uniform_f(uniform_rot, degtorad(_rot));
shader_set_uniform_f(uniform_thk, _thk);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
}
doUpdate();
}