Pixel-Composer/scripts/node_atlas_draw/node_atlas_draw.gml

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function Node_Atlas_Draw(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "Draw Atlas";
previewable = true;
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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);
inputs[| 1] = nodeValue("Atlas", self, JUNCTION_CONNECT.input, VALUE_TYPE.atlas, noone)
.setVisible(true, true);
outputs[| 0] = nodeValue("Surface", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_interpolation(true);
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static update = function(frame = PROJECT.animator.current_frame) {
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var dim = inputs[| 0].getValue();
var atl = inputs[| 1].getValue();
if(atl == noone) return;
if(is_array(atl) && array_length(atl) == 0) return;
if(!is_array(atl))
atl = [ atl ];
var outSurf = outputs[| 0].getValue();
outSurf = surface_verify(outSurf, dim[0], dim[1]);
outputs[| 0].setValue(outSurf);
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surface_set_shader(outSurf,,, BLEND.alpha);
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for( var i = 0, n = array_length(atl); i < n; i++ ) {
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shader_set_interpolation(atl[i].surface.get())
atl[i].draw();
}
surface_reset_shader();
}
}