Pixel-Composer/scripts/node_grid_tri/node_grid_tri.gml

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function Node_Grid_Tri(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Triangle Grid";
shader = sh_grid_tri;
uniform_pos = shader_get_uniform(shader, "position");
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_wid = shader_get_uniform(shader, "width");
uniform_ang = shader_get_uniform(shader, "angle");
uniform_mod = shader_get_uniform(shader, "mode");
uniform_sed = shader_get_uniform(shader, "seed");
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uniform_grad_blend = shader_get_uniform(shader, "gradient_blend");
uniform_grad = shader_get_uniform(shader, "gradient_color");
uniform_grad_time = shader_get_uniform(shader, "gradient_time");
uniform_grad_key = shader_get_uniform(shader, "gradient_keys");
uniform_col_gap = shader_get_uniform(shader, "gapCol");
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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("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 2 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]);
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inputs[| 4] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 5] = nodeValue("Tile color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) );
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inputs[| 6] = nodeValue("Gap color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 7] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 8] = nodeValue("Render type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, ["Colored tile", "Height map", "Texture grid", "Texture sample"]);
inputs[| 9] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom_range(10000, 99999));
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input_display_list = [
["Output", false], 0,
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["Pattern", false], 1, 4, 2, 3,
["Render", false], 8, 9, 5, 6, 7
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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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 _pos = _data[1];
var _sca = _data[2];
var _wid = _data[3];
var _ang = _data[4];
var _sam = _data[7];
var _mode = _data[8];
var _sed = _data[9];
var _col_gap = _data[6];
var _gra = _data[5];
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var _grad = _gra.toArray();
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var _grad_color = _grad[0];
var _grad_time = _grad[1];
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inputs[| 5].setVisible(_mode == 0);
inputs[| 6].setVisible(_mode != 1);
inputs[| 7].setVisible(_mode == 2 || _mode == 3);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_target(_outSurf);
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DRAW_CLEAR
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shader_set(shader);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]);
shader_set_uniform_f_array_safe(uniform_sca, _sca);
shader_set_uniform_f(uniform_wid, _wid);
shader_set_uniform_f(uniform_ang, degtorad(_ang));
shader_set_uniform_f(uniform_sed, _sed);
shader_set_uniform_i(uniform_mod, _mode);
shader_set_uniform_f_array_safe(uniform_col_gap, colToVec4(_col_gap));
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shader_set_uniform_i(uniform_grad_blend, _gra.type);
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shader_set_uniform_f_array_safe(uniform_grad, _grad_color);
shader_set_uniform_f_array_safe(uniform_grad_time, _grad_time);
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shader_set_uniform_i(uniform_grad_key, array_length(_gra.keys));
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if(is_surface(_sam))
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draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]);
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else
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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shader_reset();
surface_reset_target();
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return _outSurf;
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}
}