Pixel-Composer/scripts/node_zigzag/node_zigzag.gml

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function Node_create_Zigzag(_x, _y) {
var node = new Node_Zigzag(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Zigzag(_x, _y) : Node(_x, _y) constructor {
name = "Zigzag";
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shader = sh_zigzag;
uniform_pos = shader_get_uniform(shader, "position");
uniform_amo = shader_get_uniform(shader, "amount");
uniform_bnd = shader_get_uniform(shader, "blend");
uniform_col1 = shader_get_uniform(shader, "col1");
uniform_col2 = shader_get_uniform(shader, "col2");
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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)
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.setDisplay(VALUE_DISPLAY.slider, [1, 16, 0.1]);
inputs[| 2] = nodeValue(2, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] )
.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue(3, "Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 4] = nodeValue(4, "Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
inputs[| 5] = nodeValue(5, "Smooth", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
input_display_list = [
["Output", false], 0,
["Pattern", false], 1, 2,
["Render", false], 3, 4, 5,
];
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static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
inputs[| 2].drawOverlay(_active, _x, _y, _s, _mx, _my);
}
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static update = function() {
var _dim = inputs[| 0].getValue();
var _amo = inputs[| 1].getValue();
var _pos = inputs[| 2].getValue();
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var _col1 = inputs[| 3].getValue();
var _col2 = inputs[| 4].getValue();
var _bnd = inputs[| 5].getValue();
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var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
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_outSurf = surface_create_valid(_dim[0], _dim[1]);
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outputs[| 0].setValue(_outSurf);
} else
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surface_size_to(_outSurf, _dim[0], _dim[1]);
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
shader_set(shader);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f(uniform_amo, _amo);
shader_set_uniform_f_array(uniform_col1, colToVec4(_col1));
shader_set_uniform_f_array(uniform_col2, colToVec4(_col2));
shader_set_uniform_i(uniform_bnd, _bnd);
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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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}