Pixel-Composer/scripts/node_simple_shape/node_simple_shape.gml

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enum NODE_SHAPE_TYPE {
rectangle,
elipse,
regular,
star,
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arc,
teardrop,
cross,
leaf
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}
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function Node_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Shape";
shader = sh_shape;
uniform_shape = shader_get_uniform(shader, "shape");
uniform_cent = shader_get_uniform(shader, "center");
uniform_scal = shader_get_uniform(shader, "scale");
uniform_side = shader_get_uniform(shader, "sides");
uniform_angle = shader_get_uniform(shader, "angle");
uniform_inner = shader_get_uniform(shader, "inner");
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uniform_outer = shader_get_uniform(shader, "outer");
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uniform_corner = shader_get_uniform(shader, "corner");
uniform_arange = shader_get_uniform(shader, "angle_range");
uniform_aa = shader_get_uniform(shader, "aa");
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_bgCol = shader_get_uniform(shader, "bgColor");
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uniform_drawDF = shader_get_uniform(shader, "drawDF");
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uniform_stRad = shader_get_uniform(shader, "stRad");
uniform_edRad = shader_get_uniform(shader, "edRad");
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 2] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Rectangle", "Ellipse", "Regular polygon", "Star", "Arc", "Teardrop", "Cross", "Leaf" ]);
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inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2, DEF_SURF_W / 2, DEF_SURF_H / 2, AREA_SHAPE.rectangle ])
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.setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 0].getValue(); });
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inputs[| 4] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3)
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.setVisible(false);
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inputs[| 5] = nodeValue("Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01])
.setVisible(false);
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inputs[| 6] = nodeValue("Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 7] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 8] = nodeValue("Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 180 ])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 9] = nodeValue("Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]);
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inputs[| 10] = nodeValue("Shape color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 11] = nodeValue("Background color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 12] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 13] = nodeValue("Start radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01])
.setVisible(false);
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inputs[| 14] = nodeValue("Shape path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone)
.setVisible(true, true);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [
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["Output", false], 0, 6,
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["Shape", false], 2, 14, 3, 9, 4, 13, 5, 7, 8,
["Render", true], 10, 1, 11, 12
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];
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attribute_surface_depth();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _path = inputs[| 14].getValue();
if(_path != noone && struct_has(_path, "getPointRatio")) return;
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inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _bg = _data[1];
var _shape = _data[2];
var _posit = _data[3];
var _aa = _data[6];
var _corner = _data[9];
var _color = _data[10];
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var _df = _data[12];
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var _path = _data[14];
var _bgcol = _bg? colToVec4(_data[11]) : [0, 0, 0, 0];
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inputs[| 3].setVisible(true);
inputs[| 4].setVisible(true);
inputs[| 5].setVisible(true);
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inputs[| 6].setVisible(_path == noone);
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inputs[| 7].setVisible(true);
inputs[| 8].setVisible(true);
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inputs[| 9].setVisible(true);
inputs[| 11].setVisible(_bg);
inputs[| 13].setVisible(true);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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if(_path != noone && struct_has(_path, "getPointRatio")) {
inputs[| 3].setVisible(false);
inputs[| 4].setVisible(false);
inputs[| 5].setVisible(false);
inputs[| 7].setVisible(false);
inputs[| 8].setVisible(false);
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inputs[| 9].setVisible(false);
inputs[| 13].setVisible(false);
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surface_set_target(_outSurf);
if(_bg) draw_clear_alpha(0, 1);
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else DRAW_CLEAR
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var points = [];
var segCount = _path.getSegmentCount();
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if(segCount) {
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var quality = 8;
var sample = quality * segCount;
for( var i = 0; i < sample; i++ ) {
var t = i / sample;
var pos = _path.getPointRatio(t);
array_push(points, pos);
}
var triangles = polygon_triangulate(points);
draw_set_color(_color);
draw_primitive_begin(pr_trianglelist);
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for( var i = 0, n = array_length(triangles); i < n; i++ ) {
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var tri = triangles[i];
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var p0 = tri[0];
var p1 = tri[1];
var p2 = tri[2];
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draw_vertex(p0.x, p0.y);
draw_vertex(p1.x, p1.y);
draw_vertex(p2.x, p2.y);
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}
draw_primitive_end();
}
surface_reset_target();
return _outSurf;
}
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surface_set_target(_outSurf);
if(_bg) draw_clear_alpha(0, 1);
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else DRAW_CLEAR
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shader_set(shader);
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inputs[| 4].setVisible(false);
inputs[| 5].setVisible(false);
inputs[| 7].setVisible(false);
inputs[| 8].setVisible(false);
inputs[| 9].setVisible(false);
inputs[| 13].setVisible(false);
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switch(_shape) {
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case NODE_SHAPE_TYPE.rectangle :
inputs[| 9].setVisible(true);
break;
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case NODE_SHAPE_TYPE.elipse :
break;
case NODE_SHAPE_TYPE.regular :
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inputs[| 4].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 9].setVisible(true);
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shader_set_uniform_i(uniform_side, _data[4]);
shader_set_uniform_f(uniform_angle, degtorad(_data[7]));
break;
case NODE_SHAPE_TYPE.star :
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inputs[| 4].setVisible(true);
inputs[| 5].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 9].setVisible(true);
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inputs[| 5].name = "Inner radius";
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shader_set_uniform_i(uniform_side, _data[4]);
shader_set_uniform_f(uniform_angle, degtorad(_data[7]));
shader_set_uniform_f(uniform_inner, _data[5]);
break;
case NODE_SHAPE_TYPE.arc :
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inputs[| 5].setVisible(true);
inputs[| 8].setVisible(true);
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inputs[| 5].name = "Inner radius";
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var ar = _data[8];
var center = degtorad(ar[0] + ar[1]) / 2;
var range = degtorad(ar[0] - ar[1]) / 2;
shader_set_uniform_f(uniform_angle, center);
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shader_set_uniform_f_array_safe(uniform_arange, [ sin(range), cos(range) ] );
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shader_set_uniform_f(uniform_inner, _data[5] / 2);
break;
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case NODE_SHAPE_TYPE.teardrop :
inputs[| 5].setVisible(true);
inputs[| 13].setVisible(true);
inputs[| 5].name = "End radius";
inputs[| 13].name = "Start radius";
shader_set_uniform_f(uniform_edRad, _data[5]);
shader_set_uniform_f(uniform_stRad, _data[13]);
break;
case NODE_SHAPE_TYPE.cross :
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inputs[| 9].setVisible(true);
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inputs[| 13].setVisible(true);
inputs[| 13].name = "Outer radius";
shader_set_uniform_f(uniform_outer, _data[13]);
break;
case NODE_SHAPE_TYPE.leaf :
inputs[| 5].setVisible(true);
inputs[| 13].setVisible(true);
inputs[| 5].name = "Inner radius";
inputs[| 13].name = "Outer radius";
shader_set_uniform_f(uniform_inner, _data[5]);
shader_set_uniform_f(uniform_outer, _data[13]);
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break;
}
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shader_set_uniform_f_array_safe(uniform_dim, _dim);
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shader_set_uniform_i(uniform_shape, _shape);
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shader_set_uniform_f_array_safe(uniform_bgCol, _bgcol);
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shader_set_uniform_i(uniform_aa, _aa);
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shader_set_uniform_i(uniform_drawDF, _df);
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shader_set_uniform_f(uniform_corner, _corner);
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shader_set_uniform_f_array_safe(uniform_cent, [ _posit[0] / _dim[0], _posit[1] / _dim[1] ]);
shader_set_uniform_f_array_safe(uniform_scal, [ _posit[2] / _dim[0], _posit[3] / _dim[1] ]);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, _color, 1);
shader_reset();
surface_reset_target();
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return _outSurf;
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}
}