Pixel-Composer/scripts/node_stripe/node_stripe.gml

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function Node_create_Stripe(_x, _y) {
var node = new Node_Stripe(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Stripe(_x, _y) : Node(_x, _y) constructor {
name = "Stripe";
uniform_pos = shader_get_uniform(sh_stripe, "position");
uniform_angle = shader_get_uniform(sh_stripe, "angle");
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uniform_amount = shader_get_uniform(sh_stripe, "amount");
uniform_blend = shader_get_uniform(sh_stripe, "blend");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
.setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]);
inputs[| 2] = nodeValue(2, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 3] = nodeValue(3, "Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
inputs[| 4] = nodeValue(4, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] )
.setDisplay(VALUE_DISPLAY.vector);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
var pos = inputs[| 4].getValue();
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
inputs[| 4].drawOverlay(_active, _x, _y, _s, _mx, _my);
inputs[| 2].drawOverlay(_active, px, py, _s, _mx, _my);
}
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function update() {
var _dim = inputs[| 0].getValue();
var _amo = inputs[| 1].getValue();
var _ang = inputs[| 2].getValue();
var _bnd = inputs[| 3].getValue();
var _pos = inputs[| 4].getValue();
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var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
outputs[| 0].setValue(_outSurf);
} else
surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
surface_set_target(_outSurf);
shader_set(sh_stripe);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f(uniform_angle, degtorad(_ang));
shader_set_uniform_f(uniform_amount, _amo);
shader_set_uniform_f(uniform_blend, _bnd);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
}
doUpdate();
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}