Pixel-Composer/scripts/node_path_profile/node_path_profile.gml

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function Node_Path_Profile(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Draw Path Profile";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_PathNode("Path", self, noone ))
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.setVisible(true, true);
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newInput(2, nodeValue_Int("Resolution", self, 64 ));
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newInput(3, nodeValue_Enum_Button("Side", self, 0 , [ "L", "R", "T", "D" ]));
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newInput(4, nodeValue_Bool("Mirror", self, false ));
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newInput(5, nodeValue_Color("Color", self, c_white ));
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newInput(6, nodeValue_Bool("Anti Aliasing", self, false ));
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newInput(7, nodeValue_Bool("Background", self, false ));
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newInput(8, nodeValue_Color("BG Color", self, c_black ));
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newOutput(0, nodeValue_Output("Output", self, VALUE_TYPE.surface, noone ));
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input_display_list = [ 0,
[ "Profile", false ], 1, 2,
[ "Render", false ], 3, 5, 4, 6,
[ "Background", false, 7 ], 8,
];
brush_prev = noone;
brush_next_dist = 0;
temp_surface = [ surface_create(1, 1) ];
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
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var _path = getInputData(1);
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if(_path && struct_has(_path, "drawOverlay")) _path.drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
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} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index = 0) { #region
var _dim = _data[0];
var _path = _data[1];
var _res = _data[2]; _res = max(_res, 2);
var _side = _data[3];
var _mirr = _data[4];
var _colr = _data[5];
var _aa = _data[6];
var _bg = _data[7];
var _bgC = _data[8];
if(_path == noone) return;
var _points = array_create(_res * 2);
var _p = new __vec2();
for( var i = 0; i < _res; i++ ) {
_p = _path.getPointRatio(i / _res, 0, _p);
_points[i * 2 + 0] = _p.x;
_points[i * 2 + 1] = _p.y;
}
surface_set_shader(_outSurf, sh_path_fill_profile, true, _bg? BLEND.alphamulp : BLEND.over);
if(_bg) draw_clear_alpha(_bgC, color_get_alpha(_bgC));
shader_set_f("dimension", _dim);
shader_set_f("path", _points);
shader_set_i("pathLength", _res);
shader_set_i("side", _side);
shader_set_i("mirror", _mirr);
shader_set_i("aa", _aa);
shader_set_color("color", _colr);
shader_set_i("bg", _bg);
shader_set_color("bgColor",_bgC);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
return _outSurf;
} #endregion
}