Pixel-Composer/scripts/node_random_tile/node_random_tile.gml

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function Node_Random_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Random Tile";
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inputs[0] = nodeValue_Dimension(self);
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inputs[1] = nodeValue_Vector("Position", self, [ 0, 0 ])
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[2] = nodeValue_Vector("Scale", self, [ 2, 2 ])
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.setMappable(11);
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inputs[3] = nodeValue_Rotation("Angle", self, 0)
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.setMappable(12);
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inputs[4] = nodeValue_Float("Gap", self, 0.1)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] })
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.setMappable(13);
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inputs[5] = nodeValue_Gradient("Tile color", self, new gradientObject(cola(c_white)))
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.setMappable(17);
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inputs[6] = nodeValue_Color("Gap color", self, c_black);
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inputs[7] = nodeValue_Enum_Scroll("Render type", self, 0, ["Colored tile", "Height map", "Texture grid"]);
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inputs[8] = nodeValue_Float("Seed", self, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[8].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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inputs[9] = nodeValue_Surface("Texture", self);
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inputs[10] = nodeValue_Bool("Anti aliasing", self, false);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[11] = nodeValueMap("Scale map", self);
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inputs[12] = nodeValueMap("Angle map", self);
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inputs[13] = nodeValueMap("Gap map", self);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[14] = nodeValue_Bool("Truchet", self, false);
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inputs[15] = nodeValue_Int("Truchet seed", self, seed_random());
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inputs[16] = nodeValue_Float("Truchet threshold", self, 0.5)
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.setDisplay(VALUE_DISPLAY.slider)
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[17] = nodeValueMap("Gradient map", self);
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inputs[18] = nodeValueGradientRange("Gradient map range", self, inputs[5]);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[19] = nodeValue_Rotation_Range("Texture angle", self, [ 0, 0 ]);
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inputs[20] = nodeValue_Slider_Range("Level", self, [ 0, 1 ]);
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input_display_list = [
["Output", false], 0,
["Pattern", false], 1, 3, 12, 2, 11, 4, 13,
["Render", false], 7, 8, 5, 17, 6, 9, 10, 20,
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["Truchet", true, 14], 15, 16, 19,
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];
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[ 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
var hv = inputs[18].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getSingleValue(0)); active &= !hv; _hov |= hv;
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return _hov;
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}
static step = function() { #region
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inputs[2].mappableStep();
inputs[3].mappableStep();
inputs[4].mappableStep();
inputs[5].mappableStep();
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} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[1];
var _sam = _data[9];
var _mode = _data[7];
var _col_gap = _data[6];
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inputs[ 5].setVisible(_mode == 0);
inputs[ 6].setVisible(_mode != 1);
inputs[20].setVisible(_mode == 1);
inputs[ 9].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_random_tile);
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_f_map("scale", _data[ 2], _data[11], inputs[2]);
shader_set_f_map("angle", _data[ 3], _data[12], inputs[3]);
shader_set_f_map("thick", _data[ 4], _data[13], inputs[4]);
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shader_set_f("seed", _data[ 8]);
shader_set_i("mode", _mode);
shader_set_i("aa", _data[10]);
shader_set_color("gapCol", _col_gap);
shader_set_i("textureTruchet", _data[14]);
shader_set_f("truchetSeed", _data[15]);
shader_set_f("truchetThres", _data[16]);
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shader_set_2("truchetAngle", _data[19]);
shader_set_2("level", _data[20]);
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shader_set_gradient(_data[5], _data[17], _data[18], inputs[5]);
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if(is_surface(_sam)) draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]);
else draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
return _outSurf;
}
}