Pixel-Composer/scripts/node_interpret_number/node_interpret_number.gml

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function Node_Interpret_Number(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Interpret Number";
dimension_index = -1;
inputs[| 0] = nodeValue("Number", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [] )
.setVisible(true, true)
.setArrayDepth(1);
inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "Gradient" ]);
inputs[| 2] = nodeValue("Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ] )
.setDisplay(VALUE_DISPLAY.range);
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inputs[| 3] = nodeValue("Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) )
.setMappable(4);
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 4] = nodeValueMap("Gradient map", self);
inputs[| 5] = nodeValueGradientRange("Gradient map range", self, inputs[| 3]);
//////////////////////////////////////////////////////////////////////////////////////////////////
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 0,
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["Interpret", false], 1, 2, 3, 4,
];
attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
var a = inputs[| 5].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getDimension()); active &= !a;
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}
static step = function() {
var _mode = getInputData(1);
inputs[| 3].setVisible(_mode == 1);
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inputs[| 3].mappableStep();
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
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static BATCH_SIZE = 128;
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var _val = _data[0];
var _mod = _data[1];
var _ran = _data[2];
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if(is_array(_val) && array_empty(_val)) return _outSurf;
if(!is_array(_val)) _val = [ _val ];
var _num = array_spread(_val);
var _amo = array_length(_num);
_outSurf = surface_verify(_outSurf, _amo, 1, attrDepth());
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if(_amo == 0) return _outSurf;
surface_set_shader(_outSurf, sh_interpret_number);
shader_set_i("mode", _mod);
shader_set_f("range", _ran);
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shader_set_gradient(_data[3], _data[4], _data[5], inputs[| 3]);
for(var i = 0; i < _amo; i += BATCH_SIZE) {
var _arr = [];
array_copy(_arr, 0, _num, i, BATCH_SIZE);
shader_set_f("number", _arr);
draw_sprite_stretched(s_fx_pixel, 0, i, 0, BATCH_SIZE, 1);
}
surface_reset_shader();
return _outSurf;
}
}