Pixel-Composer/scripts/node_tile_random/node_tile_random.gml

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2023-12-10 14:55:05 +01:00
function Node_Tile_Random(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Tile Random";
dimension_index = -1;
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue("Randomness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 1,
["Surfaces", true], 0,
["Tiling", false], 2,
];
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _surf = _data[0];
var dim = _data[1];
var rand = _data[2];
var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf);
_outSurf = surface_verify(_outSurf, dim[0], dim[1]);
surface_set_shader(_outSurf, sh_tile_random);
shader_set_surface("surface", _surf);
shader_set_f("blend", rand);
shader_set_f("scale", dim[0] / _sw, dim[1] / _sh);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, dim[0], dim[1]);
surface_reset_shader();
return _outSurf;
}
}