Pixel-Composer/scripts/node_grid_tri/node_grid_tri.gml

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function Node_Grid_Tri(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Triangle Grid";
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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("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 2 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.01] });
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inputs[| 4] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 5] = nodeValue("Tile color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) );
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inputs[| 6] = nodeValue("Gap color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 7] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 8] = nodeValue("Render type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, ["Colored tile", "Height map", "Texture grid", "Texture sample"]);
inputs[| 9] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom_range(10000, 99999));
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inputs[| 10] = nodeValue("Anti aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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input_display_list = [
["Output", false], 0,
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["Pattern", false], 1, 4, 2, 3,
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["Render", false], 8, 9, 5, 6, 7, 10,
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _wid = _data[3];
var _ang = _data[4];
var _sam = _data[7];
var _mode = _data[8];
var _sed = _data[9];
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var _aa = _data[10];
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var _col_gap = _data[6];
var _gra = _data[5];
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var _grad = _gra.toArray();
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var _grad_color = _grad[0];
var _grad_time = _grad[1];
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inputs[| 5].setVisible(_mode == 0);
inputs[| 6].setVisible(_mode != 1);
inputs[| 7].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_grid_tri);
shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_f("dimension", _dim[0], _dim[1]);
shader_set_f("scale", _sca);
shader_set_f("width", _wid);
shader_set_f("angle", degtorad(_ang));
shader_set_f("seed", _sed);
shader_set_i("mode", _mode);
shader_set_i("aa", _aa);
shader_set_color("gapCol",_col_gap);
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_gra.shader_submit();
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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();
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return _outSurf;
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}
}