Pixel-Composer/scripts/node_shape_map/node_shape_map.gml

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function Node_Shape_Map(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Shape Map";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 1;
inputs[| 2] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Circle", s_node_shape_type, 1),
new scrollItem("Polygon", s_node_shape_type, 2), ]);
inputs[| 3] = nodeValue("Map Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 4] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5);
inputs[| 5] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4);
inputs[| 6] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
inputs[| 7] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 1,
["Surfaces", true], 0,
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["Shape", false], 2, 5, 6, 7,
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["Mapping", false], 3,
];
attribute_surface_depth();
attribute_oversample();
attribute_interpolation();
static step = function() { #region
var _shape = getInputData(2);
inputs[| 5].setVisible(_shape == 1);
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _shape = _data[2];
var _scale = _data[3];
var _radius = _data[4];
var _sides = _data[5];
var _sca = _data[6];
var _rot = _data[7];
var _dim = surface_get_dimension(_data[0]);
if(_shape == 0) {
surface_set_shader(_outSurf, sh_shape_map_circle);
shader_set_interpolation(_data[0]);
shader_set_f("scale", _scale);
shader_set_f("txScale", _sca);
shader_set_f("angle", _rot);
draw_surface_safe(_data[0]);
surface_reset_shader();
} else if(_shape == 1) {
surface_set_shader(_outSurf, sh_shape_map_polygon);
shader_set_interpolation(_data[0]);
shader_set_f("sides", _sides);
shader_set_f("scale", _scale);
shader_set_f("txScale", _sca);
shader_set_f("angle", _rot);
draw_surface_safe(_data[0]);
surface_reset_shader();
}
return _outSurf;
} #endregion
}