Pixel-Composer/scripts/node_shape_polygon/node_shape_polygon.gml

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function Node_Shape_Polygon(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Draw Shape Polygon";
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shapesArray = [ "Rectangle", "Ellipse", "Star", "Capsule", "Ring", "Arc", "Gear", "Cross" ];
for( var i = 0, n = array_length(shapesArray); i < n; i++ )
shapesArray[i] = new scrollItem(shapesArray[i], s_node_shape_poly_type, i);
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_Bool("Background", self, false));
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newInput(2, nodeValue_Color("Background color", self, c_black));
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newInput(3, nodeValue_Color("Shape color", self, c_white));
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newInput(4, nodeValue_Enum_Scroll("Shape", self, 0, shapesArray));
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newInput(5, nodeValue_Vec2("Position", self, [ 0.5, 0.5 ]))
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.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
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newInput(6, nodeValue_Rotation("Rotation", self, 0));
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newInput(7, nodeValue_Vec2("Scale", self, [ 0.5, 0.5 ]))
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.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
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newInput(8, nodeValue_Int("Sides", self, 16))
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.setDisplay(VALUE_DISPLAY.slider, { range: [2, 64, 0.1] });
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newInput(9, nodeValue_Float("Inner radius", self, 0.5))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(10, nodeValue_Float("Radius", self, 0.5))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(11, nodeValue_Int("Teeth", self, 6))
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.setDisplay(VALUE_DISPLAY.slider, { range: [3, 16, 0.1] });
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newInput(12, nodeValue_Float("Teeth height", self, 0.2))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(13, nodeValue_Float("Teeth taper", self, 0))
.setDisplay(VALUE_DISPLAY.slider, { range: [-0.5, 0.5, 0.01] });
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newInput(14, nodeValue_Rotation_Range("Angle range", self, [ 0, 360 ]));
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newInput(15, nodeValue_Bool("Round cap", self, false));
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newInput(16, nodeValue("Mesh", self, CONNECT_TYPE.input, VALUE_TYPE.mesh, noone))
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.setVisible(true, true);
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newInput(17, nodeValue_Float("Explode", self, 0))
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
newInput(18, nodeValue_Rotation("Piece Rotation", self, 0));
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////////////
newInput(19, nodeValue_Color("Vertex Color 1", self, c_white));
newInput(20, nodeValue_Color("Vertex Color 2", self, c_white));
newInput(21, nodeValue_Color("Vertex Color 3", self, c_white));
////////////
newInput(22, nodeValue_Float("Piece Scale", self, 1));
newInput(23, nodeValue_Palette("Shape Palette", self, [ cola(c_white) ]));
newInput(24, nodeValue_Enum_Scroll("SSAA", self, 0, [ "None", "2x", "4x", "8x" ]));
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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newOutput(1, nodeValue_Output("Mesh", self, VALUE_TYPE.mesh, noone));
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newOutput(2, nodeValue_Output("Path", self, VALUE_TYPE.pathnode, noone));
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input_display_list = [ 16,
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["Output", false], 0,
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["Transform", false], 5, 6, 7,
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["Shape", false], 4, 8, 9, 10, 11, 12, 13, 14, 15, 17,
["Piecewise", false], 18, 22,
["Render", true], 3, 23, 19, 20, 21, 24,
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["Background", true, 1], 2,
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];
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attribute_surface_depth();
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node_draw_transform_init();
temp_surface = [ noone ];
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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if(array_length(current_data) != array_length(inputs)) return;
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if(process_amount > 1) return;
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draw_set_color(c_grey);
mesh.draw(_x, _y, _s);
node_draw_transform_box(active, _x, _y, _s, _mx, _my, _snx, _sny, 5, 6, 7, true);
draw_set_color(COLORS._main_accent);
path.draw(_x, _y, _s);
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}
static vertex_apply = function(_p, _pos, _rot, _color = c_white, _alpha = 1, _aa = 1) {
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var p = point_rotate(_p.x, _p.y, 0, 0, _rot);
_p.x = _pos[0] + p[0];
_p.y = _pos[1] + p[1];
draw_vertex_color(_p.x * _aa, _p.y * _aa, _color, _alpha);
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}
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mesh = new Mesh();
path = new PathSegment();
static processData = function(_outData, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _bg = _data[1];
var _bgc = _data[2];
var _shc = _data[3];
var _shp = _data[4];
var _pos = _data[5];
var _rot = _data[6];
var _sca = _data[7];
var _side = _data[8];
var _inner = _data[9];
var _rad = _data[10];
var _teeth = _data[11];
var _thHei = _data[12];
var _thTap = _data[13];
var _aRan = _data[14];
var _cap = _data[15];
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var _mesh = _data[16];
var _expld = _data[17];
var _prot = _data[18];
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var _psca = _data[22];
var _pall = _data[23];
var _aa = power(2, _data[24]);
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inputs[ 8].setVisible(false);
inputs[ 9].setVisible(false);
inputs[10].setVisible(false);
inputs[11].setVisible(false);
inputs[12].setVisible(false);
inputs[13].setVisible(false);
inputs[14].setVisible(false);
inputs[15].setVisible(false);
inputs[17].setVisible(false);
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var _shapeName = array_safe_get_fast(shapesArray, _shp).name;
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switch(_shapeName) {
case "Rectangle" : // 0
break;
case "Ellipse" : // 1
inputs[ 8].setVisible(true);
inputs[17].setVisible(true);
break;
case "Star" : // 2
inputs[ 8].setVisible(true);
inputs[ 9].setVisible(true);
break;
case "Capsule" : // 3
inputs[ 8].setVisible(true);
inputs[10].setVisible(true);
break;
case "Ring" : // 4
inputs[ 8].setVisible(true);
inputs[ 9].setVisible(true);
break;
case "Arc" : // 5
inputs[ 8].setVisible(true);
inputs[ 9].setVisible(true);
inputs[14].setVisible(true);
inputs[15].setVisible(true);
break;
case "Gear" : // 6
inputs[ 9].setVisible(true);
inputs[11].setVisible(true);
inputs[12].setVisible(true);
inputs[13].setVisible(true);
break;
case "Cross" : // 7
inputs[ 9].setVisible(true);
break;
}
var _outSurf = surface_verify(_outData[0], _dim[0], _dim[1], attrDepth());
temp_surface[0] = surface_verify(temp_surface[0], _dim[0] * _aa, _dim[1] * _aa, attrDepth());
var _cPassAA = temp_surface[0];
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var data = {
side: _side,
inner: _inner,
radius: _rad,
radRan: _aRan,
teeth: _teeth,
teethH: _thHei,
teethT: _thTap,
cap: _cap,
explode: _expld,
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};
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var tri0 = colorMultiply(_shc, _data[19]);
var tri1 = colorMultiply(_shc, _data[20]);
var tri2 = colorMultiply(_shc, _data[21]);
surface_set_target(_cPassAA);
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if(_bg) draw_clear(_bgc);
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else DRAW_CLEAR
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draw_primitive_begin(pr_trianglelist);
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outputs[2].setVisible(_mesh == noone);
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if(_mesh != noone) {
for( var j = 0; j < array_length(_mesh.triangles); j++ ) {
var tri = _mesh.triangles[j];
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var p0 = tri[0];
var p1 = tri[1];
var p2 = tri[2];
draw_vertex(p0.x * _aa, p0.y * _aa);
draw_vertex(p1.x * _aa, p1.y * _aa);
draw_vertex(p2.x * _aa, p2.y * _aa);
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}
} else {
var shapeData = [];
switch(_shapeName) {
case "Rectangle" : shapeData = SHAPE_rectangle( _sca ); break;
case "Ellipse" : shapeData = SHAPE_circle( _sca, data); break;
case "Star" : shapeData = SHAPE_star( _sca, data); break;
case "Capsule" : shapeData = SHAPE_capsule( _sca, data); break;
case "Ring" : shapeData = SHAPE_ring( _sca, data); break;
case "Arc" : shapeData = SHAPE_arc( _sca, data); break;
case "Gear" : shapeData = SHAPE_gear( _sca, data); break;
case "Cross" : shapeData = SHAPE_cross( _sca, data); break;
default:
draw_primitive_end();
draw_set_alpha(1);
surface_reset_target();
return [ _outSurf, mesh, path ];
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}
var points = shapeData[0];
var segment = shapeData[1];
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if(_prot != 0 || _psca != 1)
for( var i = 0, n = array_length(points); i < n; i++ ) {
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if(points[i].type == SHAPE_TYPE.points) continue;
var _tri = points[i].triangles;
for( var j = 0; j < array_length(_tri); j++ ) {
var tri = _tri[j];
var t0 = tri[0];
var t1 = tri[1];
var t2 = tri[2];
var cx = (t0.x + t1.x + t2.x) / 3;
var cy = (t0.y + t1.y + t2.y) / 3;
var p = point_rotate(t0.x - cx, t0.y - cy, 0, 0, _prot);
t0.x = cx + _psca * p[0];
t0.y = cy + _psca * p[1];
var p = point_rotate(t1.x - cx, t1.y - cy, 0, 0, _prot);
t1.x = cx + _psca * p[0];
t1.y = cy + _psca * p[1];
var p = point_rotate(t2.x - cx, t2.y - cy, 0, 0, _prot);
t2.x = cx + _psca * p[0];
t2.y = cy + _psca * p[1];
}
}
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for( var i = 0, n = array_length(segment); i < n; i++ ) {
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var _p = segment[i];
var p = point_rotate(_p.x, _p.y, 0, 0, _rot);
_p.x = _pos[0] + p[0];
_p.y = _pos[1] + p[1];
}
path.setSegment(segment);
var shapes = [];
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for( var i = 0, n = array_length(points); i < n; i++ ) {
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if(points[i].type == SHAPE_TYPE.points)
shapes[i] = polygon_triangulate(points[i].points)[0];
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else
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shapes[i] = points[i].triangles;
}
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var _plen = array_length(_pall);
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mesh.triangles = [];
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for( var i = 0, n = array_length(shapes); i < n; i++ ) {
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var triangles = shapes[i];
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var shapetyp = points[i].type;
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for( var j = 0; j < array_length(triangles); j++ ) {
var tri = triangles[j];
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var shapeind = shapetyp == SHAPE_TYPE.rectangle? floor(j / 2) : j;
var trc = array_safe_get(_pall, shapeind % _plen, c_white)
vertex_apply(tri[0], _pos, _rot, colorMultiply(trc, tri0), 1, _aa);
vertex_apply(tri[1], _pos, _rot, colorMultiply(trc, tri1), 1, _aa);
vertex_apply(tri[2], _pos, _rot, colorMultiply(trc, tri2), 1, _aa);
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array_push(mesh.triangles, tri);
}
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}
mesh.calcCoM();
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}
draw_primitive_end();
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draw_set_alpha(1);
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surface_reset_target();
surface_set_shader(_outSurf, sh_downsample, true, BLEND.over);
shader_set_dim("dimension", _cPassAA);
shader_set_f("down", _aa);
draw_surface(_cPassAA, 0, 0);
surface_reset_shader();
return [ _outSurf, mesh, path ];
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}
}