Pixel-Composer/scripts/node_repeat_texture/node_repeat_texture.gml

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function Node_Repeat_Texture(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Repeat Texture";
dimension_index = 1;
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 1] = nodeValue("Target dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Tile", "Scatter", "Cell" ]);
inputs[| 3] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 3].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) })
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 3,
["Surfaces", false], 0,
["Repeat", false], 1, 2,
];
attribute_surface_depth();
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _surf = _data[0];
var _dim = _data[1];
var _type = _data[2];
var _seed = _data[3];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
if(!is_surface(_surf)) return _outSurf;
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var _sdim = surface_get_dimension(_surf);
gpu_set_texrepeat(1);
surface_set_shader(_outSurf, sh_texture_repeat);
shader_set_f("seed", _seed);
shader_set_f("dimension", _dim);
shader_set_f("surfaceDimension", _sdim);
shader_set_surface("surface", _surf);
shader_set_i("type", _type);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
surface_reset_shader();
gpu_set_texrepeat(0);
return _outSurf;
}
}