Pixel-Composer/scripts/node_rm_primitive/node_rm_primitive.gml

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function Node_RM_Primitive(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "RM Primitive";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
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shape_types = [
"Plane", "Box", "Box Frame",
-1,
"Sphere", "Ellipse", "Cut Sphere", "Cut Hollow Sphere", "Torus", "Capped Torus",
-1,
"Cylinder", "Capsule", "Cone", "Capped Cone", "Round Cone", "3D Arc",
-1,
"Octahedron", "Pyramid",
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-1,
"Extrude", "Terrain"
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];
shape_types_str = [];
var _ind = 0;
for( var i = 0, n = array_length(shape_types); i < n; i++ ) {
if(shape_types[i] == -1)
shape_types_str[i] = -1;
else
shape_types_str[i] = new scrollItem(shape_types[i], s_node_shape_3d, _ind++, COLORS._main_icon_light);
}
inputs[| 1] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, shape_types_str);
inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 4] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 0.01 ] });
inputs[| 5] = nodeValue("FOV", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 90, 1 ] });
inputs[| 6] = nodeValue("View Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 3, 6 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 7] = nodeValue("Depth", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 8] = nodeValue("Light Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ -.5, -.5, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 9] = nodeValue("Ambient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 10] = nodeValue("Ambient Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 11] = nodeValue("Elongate", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 12] = nodeValue("Rounded", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 13] = nodeValue("Projection", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Perspective", "Orthographic" ])
.setVisible(false, false);
inputs[| 14] = nodeValue("Ortho Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 5.)
inputs[| 15] = nodeValue("Wave Amplitude", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4, 4 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 16] = nodeValue("Wave Intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 17] = nodeValue("Wave Phase", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 18] = nodeValue("Twist Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y", "Z" ]);
inputs[| 19] = nodeValue("Twist Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 8, 0.1 ] });
inputs[| 20] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 21] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 22] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .7)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 23] = nodeValue("Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .2)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 24] = nodeValue("Crop", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.)
.setDisplay(VALUE_DISPLAY.slider, { range: [ -1, 1, 0.01 ] });
inputs[| 25] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 30.)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 26] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 27] = nodeValue("Radius Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .7)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 28] = nodeValue("Uniform Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 29] = nodeValue("Tile Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 30] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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outputs[| 0] = nodeValue("Surface Out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 0,
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["Primitive", false], 1, 21, 22, 23, 24, 25, 26, 27, 28, 30,
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["Modify", false], 12, 11,
["Deform", true], 15, 16, 17, 18, 19,
["Transform", false], 2, 3, 4,
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["Camera", false], 13, 14, 5, 6,
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["Render", false], 7, 9, 10, 8,
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["Tile", false], 20, 29,
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];
temp_surface = [ 0, 0, 0, 0 ];
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {}
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static step = function() {
var _shp = getSingleValue( 1);
var _ort = getSingleValue(13);
inputs[| 21].setVisible(false);
inputs[| 22].setVisible(false);
inputs[| 23].setVisible(false);
inputs[| 24].setVisible(false);
inputs[| 25].setVisible(false);
inputs[| 26].setVisible(false);
inputs[| 27].setVisible(false);
inputs[| 28].setVisible(false);
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inputs[| 30].setVisible(false);
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var _shape = shape_types[_shp];
switch(_shape) { // Size
case "Box" :
case "Box Frame" :
case "Ellipse" :
inputs[| 21].setVisible(true);
break;
}
switch(_shape) { // Radius
case "Sphere" :
case "Torus" :
case "Cut Sphere" :
case "Cut Hollow Sphere" :
case "Capped Torus" :
case "Cylinder" :
case "Capsule" :
case "3D Arc" :
inputs[| 22].setVisible(true);
break;
}
switch(_shape) { // Thickness
case "Box Frame" :
case "Torus" :
case "Cut Hollow Sphere" :
case "Capped Torus" :
case "Terrain" :
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case "Extrude" :
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inputs[| 23].setVisible(true);
break;
}
switch(_shape) { // Crop
case "Cut Sphere" :
case "Cut Hollow Sphere" :
inputs[| 24].setVisible(true);
break;
}
switch(_shape) { // Angle
case "Capped Torus" :
case "Cone" :
case "3D Arc" :
inputs[| 25].setVisible(true);
break;
}
switch(_shape) { // Height
case "Cylinder" :
case "Capsule" :
case "Cone" :
case "Capped Cone" :
case "Round Cone" :
inputs[| 26].setVisible(true);
break;
}
switch(_shape) { // Radius Range
case "Capped Cone" :
case "Round Cone" :
inputs[| 27].setVisible(true);
break;
}
switch(_shape) { // Uniform Size
case "Octahedron" :
case "Pyramid" :
case "Terrain" :
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case "Extrude" :
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inputs[| 28].setVisible(true);
break;
}
switch(_shape) { // Extrude surface
case "Terrain" :
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case "Extrude" :
inputs[| 30].setVisible(true);
break;
}
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inputs[| 5].setVisible(_ort == 0);
inputs[| 14].setVisible(_ort == 1);
}
static processData = function(_outSurf, _data, _output_index, _array_index = 0) {
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var _dim = _data[0];
var _shp = _data[1];
var _pos = _data[2];
var _rot = _data[3];
var _sca = _data[4];
var _fov = _data[5];
var _rng = _data[6];
var _dpi = _data[7];
var _lPos = _data[8];
var _amb = _data[9];
var _ambI = _data[10];
var _elon = _data[11];
var _rond = _data[12];
var _ort = _data[13];
var _ortS = _data[14];
var _wavA = _data[15];
var _wavI = _data[16];
var _wavS = _data[17];
var _twsX = _data[18];
var _twsA = _data[19];
var _tile = _data[20];
var _size = _data[21];
var _rad = _data[22];
var _thk = _data[23];
var _crop = _data[24];
var _angl = _data[25];
var _heig = _data[26];
var _radR = _data[27];
var _sizz = _data[28];
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var _tilA = _data[29];
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var _extr = _data[30];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
for (var i = 0, n = array_length(temp_surface); i < n; i++)
temp_surface[i] = surface_verify(temp_surface[i], 8192, 8192);
var tx = 1024;
surface_set_shader(temp_surface[0]);
draw_surface_stretched_safe(_extr, tx * 0, tx * 0, tx, tx);
surface_reset_shader();
gpu_set_texfilter(true);
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surface_set_shader(_outSurf, sh_rm_primitive);
var _shape = shape_types[_shp];
var _shpI = 0;
switch(_shape) {
case "Plane" : _shpI = 100; break;
case "Box" : _shpI = 101; break;
case "Box Frame" : _shpI = 102; break;
case "Sphere" : _shpI = 200; break;
case "Ellipse" : _shpI = 201; break;
case "Cut Sphere" : _shpI = 202; break;
case "Cut Hollow Sphere" : _shpI = 203; break;
case "Torus" : _shpI = 204; break;
case "Capped Torus" : _shpI = 205; break;
case "Cylinder" : _shpI = 300; break;
case "Capsule" : _shpI = 301; break;
case "Cone" : _shpI = 302; break;
case "Capped Cone" : _shpI = 303; break;
case "Round Cone" : _shpI = 304; break;
case "3D Arc" : _shpI = 305; break;
case "Octahedron" : _shpI = 400; break;
case "Pyramid" : _shpI = 401; break;
case "Extrude" : _shpI = 500; break;
case "Terrain" : _shpI = 501; break;
}
for (var i = 0, n = array_length(temp_surface); i < n; i++)
shader_set_surface($"texture{i}", temp_surface[i]);
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shader_set_f("time", CURRENT_FRAME / TOTAL_FRAMES);
shader_set_i("shape", _shpI);
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shader_set_f("size", _size);
shader_set_f("radius", _rad);
shader_set_f("thickness", _thk);
shader_set_f("crop", _crop);
shader_set_f("angle", degtorad(_angl));
shader_set_f("height", _heig);
shader_set_f("radRange", _radR);
shader_set_f("sizeUni", _sizz);
shader_set_f("elongate", _elon);
shader_set_f("rounded", _rond);
shader_set_i("extrudeSurface", 0);
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shader_set_f("waveAmp", _wavA);
shader_set_f("waveInt", _wavI);
shader_set_f("waveShift", _wavS);
shader_set_i("twistAxis", _twsX);
shader_set_f("twistAmount", _twsA);
shader_set_f("position", _pos);
shader_set_f("rotation", _rot);
shader_set_f("objectScale", _sca);
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shader_set_i("ortho", _ort);
shader_set_f("fov", _fov);
shader_set_f("orthoScale", _ortS);
shader_set_f("viewRange", _rng);
shader_set_f("depthInt", _dpi);
shader_set_f("tileSize", _tile);
shader_set_f("tileAmount", _tilA);
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shader_set_color("ambient", _amb);
shader_set_f("ambientIntns", _ambI);
shader_set_f("lightPosition", _lPos);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
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gpu_set_texfilter(false);
return _outSurf;
}
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}