Pixel-Composer/scripts/node_mirror/node_mirror.gml

62 lines
2 KiB
Text
Raw Normal View History

2022-01-13 05:24:03 +01:00
function Node_create_Mirror(_x, _y) {
var node = new Node_Mirror(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Mirror(_x, _y) : Node_Processor(_x, _y) constructor {
name = "Mirror";
uniform_dim = shader_get_uniform(sh_mirror, "dimension");
uniform_pos = shader_get_uniform(sh_mirror, "position");
uniform_ang = shader_get_uniform(sh_mirror, "angle");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
2022-09-21 06:09:40 +02:00
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
2022-01-13 05:24:03 +01:00
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
var _pos = inputs[| 1].getValue();
var _ang = inputs[| 2].getValue();
var _posx = _pos[0] * _s + _x;
var _posy = _pos[1] * _s + _y;
var dx0 = _posx + lengthdir_x(1000, _ang);
var dx1 = _posx + lengthdir_x(1000, _ang + 180);
var dy0 = _posy + lengthdir_y(1000, _ang);
var dy1 = _posy + lengthdir_y(1000, _ang + 180);
draw_set_color(c_ui_orange);
draw_line(dx0, dy0, dx1, dy1);
inputs[| 1].drawOverlay(_active, _x, _y, _s, _mx, _my);
inputs[| 2].drawOverlay(_active, _posx, _posy, _s, _mx, _my);
}
2022-01-18 05:31:19 +01:00
static process_data = function(_outSurf, _data, _output_index) {
2022-01-13 05:24:03 +01:00
var _dim = [ surface_get_width(_data[0]), surface_get_height(_data[0]) ];
var _pos = _data[1];
var _ang = _data[2];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
shader_set(sh_mirror);
shader_set_uniform_f_array(uniform_dim, _dim);
shader_set_uniform_f_array(uniform_pos, _pos);
shader_set_uniform_f(uniform_ang, degtorad(_ang));
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}