Pixel-Composer/scripts/node_mk_gridflip/node_mk_gridflip.gml

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function Node_MK_GridFlip(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "MK GridFlip";
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inputs[| 0] = nodeValue("Surface front", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 4, 4 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom_range(100000, 999999));
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inputs[| 4] = nodeValue("Surface back", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 5] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 6] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y" ]);
inputs[| 7] = nodeValue("Sweep", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
inputs[| 8] = nodeValue("Sweep direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 9] = nodeValue("Sweep shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] });
inputs[| 10] = nodeValue("Flip limit", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("None", s_node_mk_grid_flip, 0),
new scrollItem("90", s_node_mk_grid_flip, 1),
new scrollItem("180", s_node_mk_grid_flip, 2), ]);
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input_display_list = [ new Inspector_Sprite(s_MKFX), 3, 1,
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["Surface", true], 0, 4,
["Grid", false], 2,
["Flip", false], 6, 10, 5, 7, 8, 9,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
dimension_index = 1;
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _surf = _data[0];
var _dim = _data[1];
var _bamo = _data[2];
var _seed = _data[3];
var _srfB = _data[4];
var _flip = _data[5];
var _axis = _data[6];
var _swp = _data[7];
var _swp_dir = _data[8];
var _swp_shf = _data[9];
var _limt = _data[10];
if(!is_surface(_surf)) return _outSurf;
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
random_set_seed(_seed);
var _sw = _dim[0];
var _sh = _dim[1];
var _col = _bamo[0];
var _row = _bamo[1];
var _amo = _row * _col;
var _irow = 1 / _row;
var _icol = 1 / _col;
var _flpw = _sw * _icol;
var _flph = _sh * _irow;
var _cx = _sw / 2;
var _cy = _sh / 2;
var _cd = sqrt(_cx * _cx + _cy * _cy);
_swp_shf *= _cd;
var _strh_dx = lengthdir_x(1, _swp_dir);
var _strh_dy = lengthdir_y(1, _swp_dir);
surface_set_shader(_outSurf, sh_mk_flipGrid);
shader_set_surface("texture", _surf);
shader_set_surface("textureBack", _srfB);
shader_set_i("hasBack", is_surface(_srfB));
shader_set_f("dimension", _dim);
for( var i = 0; i < _amo; i++ ) {
var _c = i % _col;
var _r = floor(i * _icol);
var _flxc = (_c + 0.5) * _flpw;
var _flyc = (_r + 0.5) * _flph;
var _cdist = point_distance(_cx, _cy, _flxc, _flyc);
var _fRot = _flip;
if(_swp != 0) { #region
var _cdirr = _swp_dir + 90 - point_direction(_cx, _cy, _flxc, _flyc);
var _st_prg = _cdist * dsin(_cdirr) + _swp_shf;
_fRot += max(0, _st_prg * _swp);
} #endregion
if(_limt == 1) _fRot = clamp(_fRot, -90, 90);
else if(_limt == 2) _fRot = clamp(_fRot, -180, 180);
var _fw = _flpw / 2 * ((_axis == 1)? dcos(_fRot) : 1);
var _fh = _flph / 2 * ((_axis == 0)? dcos(_fRot) : 1);
var _flx = _c * _flpw;
var _fly = _r * _flph;
var _flx0 = _flxc - _fw;
var _flx1 = _flxc + _fw;
var _fly0 = _flyc - _fh;
var _fly1 = _flyc + _fh;
var _rRot = _fRot < 0? 360 - abs(_fRot) % 360 : _fRot;
var _f = floor(_rRot / 90) % 4;
shader_set_f("flipPos", _flx0, _fly0);
shader_set_f("flipSize", _fw * 2, _fh * 2);
shader_set_f("fr_flipPos", _flx, _fly);
shader_set_f("fr_flipSize", _flpw, _flph);
shader_set_i("axis", _axis);
shader_set_i("flip", _f == 1 || _f == 2);
var _x0 = min(_flx0, _flx1);
var _x1 = max(_flx0, _flx1);
var _y0 = min(_fly0, _fly1);
var _y1 = max(_fly0, _fly1);
draw_rectangle(_x0, _y0, _x1, _y1, false);
}
surface_reset_shader();
return _outSurf;
}
}