Pixel-Composer/scripts/node_stripe/node_stripe.gml

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function Node_Stripe(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
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name = "Stripe";
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shader = sh_stripe;
uniform_grad_use = shader_get_uniform(shader, "gradient_use");
uniform_grad_blend = shader_get_uniform(shader, "gradient_blend");
uniform_grad = shader_get_uniform(shader, "gradient_color");
uniform_grad_time = shader_get_uniform(shader, "gradient_time");
uniform_grad_key = shader_get_uniform(shader, "gradient_keys");
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uniform_dim = shader_get_uniform(shader, "dimension");
uniform_pos = shader_get_uniform(shader, "position");
uniform_angle = shader_get_uniform(shader, "angle");
uniform_amount = shader_get_uniform(shader, "amount");
uniform_blend = shader_get_uniform(shader, "blend");
uniform_rand = shader_get_uniform(shader, "rand");
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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, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [1, 16, 0.1]);
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inputs[| 2] = nodeValue(2, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 3] = nodeValue(3, "Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
inputs[| 4] = nodeValue(4, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] )
.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 5] = nodeValue(5, "Random", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 6] = nodeValue(6, "Random color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 7] = nodeValue(7, "Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white)
.setDisplay(VALUE_DISPLAY.gradient);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [
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["Output", true], 0,
["Pattern", false], 1, 2, 4, 5,
["Render", false], 3, 6, 7
];
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
var pos = inputs[| 4].getValue();
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
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inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
inputs[| 2].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny);
}
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static update = function() {
var _dim = inputs[| 0].getValue();
var _amo = inputs[| 1].getValue();
var _ang = inputs[| 2].getValue();
var _bnd = inputs[| 3].getValue();
var _pos = inputs[| 4].getValue();
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var _rnd = inputs[| 5].getValue();
var _grad_use = inputs[| 6].getValue();
inputs[| 7].setVisible(_grad_use);
var _gra = inputs[| 7].getValue();
var _gra_data = inputs[| 7].getExtraData();
var _g = getGradientData(_gra, _gra_data);
var _grad_color = _g[0];
var _grad_time = _g[1];
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var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
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_outSurf = surface_create_valid(_dim[0], _dim[1]);
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outputs[| 0].setValue(_outSurf);
} 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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shader_set(shader);
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shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f(uniform_angle, degtorad(_ang));
shader_set_uniform_f(uniform_amount, _amo);
shader_set_uniform_f(uniform_blend, _bnd);
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shader_set_uniform_f(uniform_rand, _rnd);
shader_set_uniform_i(uniform_grad_use, _grad_use);
shader_set_uniform_i(uniform_grad_blend, ds_list_get(_gra_data, 0));
shader_set_uniform_f_array(uniform_grad, _grad_color);
shader_set_uniform_f_array(uniform_grad_time, _grad_time);
shader_set_uniform_i(uniform_grad_key, ds_list_size(_gra));
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
}
doUpdate();
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}