Pixel-Composer/scripts/node_gradient/node_gradient.gml

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function Node_Gradient(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Draw Gradient";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject([ cola(c_black), cola(c_white) ]) )
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.setMappable(15);
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inputs[| 2] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ new scrollItem("Linear", s_node_gradient_type, 0),
new scrollItem("Circular", s_node_gradient_type, 1),
new scrollItem("Radial", s_node_gradient_type, 2) ]);
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inputs[| 3] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation)
.setMappable(10);
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inputs[| 4] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5)
.setMappable(11);
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inputs[| 5] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [-2, 2, 0.01] })
.setMappable(12);
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inputs[| 6] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ])
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.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
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inputs[| 7] = nodeValue("Loop", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "None", "Loop", "Pingpong" ]);
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inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 9] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] })
.setMappable(13);
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 10] = nodeValueMap("Angle map", self);
inputs[| 11] = nodeValueMap("Radius map", self);
inputs[| 12] = nodeValueMap("Shift map", self);
inputs[| 13] = nodeValueMap("Scale map", self);
//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[| 14] = nodeValue("Uniform ratio", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 15] = nodeValueMap("Gradient map", self);
inputs[| 16] = nodeValueGradientRange("Gradient map range", self, inputs[| 1]);
//////////////////////////////////////////////////////////////////////////////////////////////////
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [
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["Output", true], 0, 8,
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["Gradient", false], 1, 15, 5, 12, 9, 13, 7,
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["Shape", false], 2, 3, 10, 4, 11, 6, 14,
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];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
PROCESSOR_OVERLAY_CHECK
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var _hov = false;
var a = inputs[| 6].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !a; _hov |= a;
var a = inputs[| 16].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, current_data[0]); active &= !a; _hov |= a;
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return _hov;
}
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static step = function() {
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var _typ = getInputData(2);
inputs[| 3].setVisible(_typ != 1);
inputs[| 4].setVisible(_typ == 1);
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inputs[| 14].setVisible(_typ);
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inputs[| 1].mappableStep();
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inputs[| 3].mappableStep();
inputs[| 4].mappableStep();
inputs[| 5].mappableStep();
inputs[| 9].mappableStep();
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
var _typ = _data[2];
var _cnt = _data[6];
var _lop = _data[7];
var _msk = _data[8];
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var _uni = _data[14];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_gradient);
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shader_set_gradient(_data[1], _data[15], _data[16], inputs[| 1]);
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shader_set_f("dimension", _dim);
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shader_set_i("gradient_loop", _lop);
shader_set_f("center", _cnt[0] / _dim[0], _cnt[1] / _dim[1]);
shader_set_i("type", _typ);
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shader_set_i("uniAsp", _uni);
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shader_set_f_map("angle", _data[3], _data[10], inputs[| 3]);
shader_set_f_map("radius", _data[4], _data[11], inputs[| 4]);
shader_set_f_map("shift", _data[5], _data[12], inputs[| 5]);
shader_set_f_map("scale", _data[9], _data[13], inputs[| 9]);
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if(is_surface(_msk)) draw_surface_stretched_ext(_msk, 0, 0, _dim[0], _dim[1], c_white, 1);
else draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], c_white, 1);
surface_reset_shader();
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return _outSurf;
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}
}