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)
.setMappable(11);
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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, 0.001] })
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.setMappable(12);
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inputs[| 4] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation)
.setMappable(13);
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inputs[| 5] = nodeValue("Tile color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) )
.setMappable(17);
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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, noone);
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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, seed_random(6))
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.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 9].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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inputs[| 10] = nodeValue("Anti aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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//////////////////////////////////////////////////////////////////////////////////
inputs[| 11] = nodeValueMap("Scale map", self);
inputs[| 12] = nodeValueMap("Gap map", self);
inputs[| 13] = nodeValueMap("Angle map", self);
//////////////////////////////////////////////////////////////////////////////////
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inputs[| 14] = nodeValue("Truchet", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 15] = nodeValue("Truchet seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random());
inputs[| 16] = nodeValue("Truchet threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider)
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//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 17] = nodeValueMap("Gradient map", self);
inputs[| 18] = nodeValueGradientRange("Gradient map range", self, inputs[| 5]);
//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 19] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
inputs[| 21] = nodeValue("Use Texture Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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input_display_list = [
["Output", false], 0,
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["Pattern", false], 1, 4, 13, 2, 11, 3, 12,
["Render", false], 8, 9, 5, 17, 6, 7, 21, 10, 20,
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["Truchet", true, 14], 15, 16, 19,
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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(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
var hv = inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
var hv = inputs[| 18].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getSingleValue(0)); active &= !hv; _hov |= hv;
return _hov;
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}
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static step = function() { #region
inputs[| 2].mappableStep();
inputs[| 3].mappableStep();
inputs[| 4].mappableStep();
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inputs[| 5].mappableStep();
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} #endregion
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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 _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 _tex_mode = _mode == 2 || _mode == 3;
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inputs[| 5].setVisible(_mode == 0);
inputs[| 6].setVisible(_mode != 1);
inputs[| 20].setVisible(_mode == 1);
inputs[| 7].setVisible(_tex_mode, _tex_mode);
inputs[| 21].setVisible(_tex_mode, _tex_mode);
var _tex_dim = is_surface(_sam) && _tex_mode && _data[21];
if(_tex_dim) _dim = surface_get_dimension(_sam);
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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]);
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shader_set_f_map("scale", _data[2], _data[11], inputs[| 2]);
shader_set_f_map("width", _data[3], _data[12], inputs[| 3]);
shader_set_f_map("angle", _data[4], _data[13], inputs[| 4]);
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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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shader_set_i("textureTruchet", _data[14]);
shader_set_f("truchetSeed", _data[15]);
shader_set_f("truchetThres", _data[16]);
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shader_set_2("truchetAngle", _data[19]);
shader_set_2("level", _data[20]);
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shader_set_gradient(_data[5], _data[17], _data[18], inputs[| 5]);
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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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}
}