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https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 06:26:42 +01:00
- [Line] Add option to scale texture axis based on path langth.
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22d44588f0
commit
faaed76c11
2 changed files with 44 additions and 27 deletions
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@ -74,20 +74,23 @@ function Node_Line(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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.setDisplay(VALUE_DISPLAY.vector)
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.setArrayDepth(2);
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inputs[| 29] = nodeValue("Scale texture to length", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true );
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input_display_list = [
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["Output", true], 0, 1,
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["Line data", false], 27, 6, 7, 28, 19, 2, 20,
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["Line settings", false], 17, 3, 11, 12, 8, 25, 9, 26, 13, 14,
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["Wiggle", false], 4, 5,
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["Render", false], 10, 24, 15, 16,
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["Texture", false], 18, 21, 22, 23,
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["Texture", false], 18, 21, 22, 23, 29,
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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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outputs[| 1] = nodeValue("Width Pass", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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lines = [];
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lines = [];
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line_data = [];
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widthMap = ds_map_create();
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@ -183,8 +186,9 @@ function Node_Line(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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var _ratInv = _data[25];
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var _clamp = _data[26];
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var _dtype = _data[27];
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var _segs = _data[28];
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var _dtype = _data[27];
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var _segs = _data[28];
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var _scaleTex = _data[29];
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#endregion
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/////// Guard clauses
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@ -260,7 +264,8 @@ function Node_Line(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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_oy = _ny;
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}
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lines = [ points ];
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lines = [ points ];
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line_data = [ { length: 1 } ];
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break;
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case 1 :
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@ -395,16 +400,22 @@ function Node_Line(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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array_resize(points, pointAmo);
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lines[_lineAmo++] = points;
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lines[_lineAmo] = points;
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line_data[_lineAmo] = { length: _pathLength };
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_lineAmo++;
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}
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array_resize(lines, _lineAmo);
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array_resize(lines, _lineAmo);
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array_resize(line_data, _lineAmo);
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break;
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case 2 :
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if(!is_array(_segs[0][0])) //spreaded single path
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_segs = [ _segs ];
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lines = array_create(array_length(_segs));
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lines = array_create(array_length(_segs));
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line_data = array_create(array_length(_segs));
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for (var i = 0, n = array_length(_segs); i < n; i++) {
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var _seg = _segs[i];
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@ -413,36 +424,38 @@ function Node_Line(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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var _uselen = array_length(_seg[0]) >= 3;
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var _lin = array_create(array_length(_seg));
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var _l, _len = [ 0 ], _lenTotal = 0;
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var ox = _seg[0][0], oy = _seg[0][1], nx, ny;
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for (var j = 1, m = array_length(_seg); j < m; j++) {
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nx = _seg[j][0];
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ny = _seg[j][1];
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_l = point_distance(ox, oy, nx, ny);
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_len[j] = _l;
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_lenTotal += _l;
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ox = nx;
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oy = ny;
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}
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if(_uselen) {
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for (var j = 0, m = array_length(_seg); j < m; j++)
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_lin[j] = { x: _seg[j][0], y: _seg[j][1], prog: _seg[j][2], progCrop: _seg[j][2], weight: 1 };
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} else {
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var _l, _len = [ 0 ], _lenTotal = 0;
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var ox = _seg[0][0], oy = _seg[0][1], nx, ny;
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for (var j = 1, m = array_length(_seg); j < m; j++) {
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nx = _seg[j][0];
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ny = _seg[j][1];
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_l = point_distance(ox, oy, nx, ny);
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_len[j] = _l;
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_lenTotal += _l;
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ox = nx;
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oy = ny;
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}
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for (var j = 0, m = array_length(_seg); j < m; j++)
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_lin[j] = { x: _seg[j][0], y: _seg[j][1], prog: _len[j] / _lenTotal, progCrop: _len[j] / _lenTotal, weight: 1 };
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}
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lines[i] = _lin;
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lines[i] = _lin;
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line_data[i] = { length: _lenTotal };
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}
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break;
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}
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/////// Draw
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surface_set_target(_colorPass);
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if(_bg) draw_clear_alpha(0, 1);
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else DRAW_CLEAR
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@ -462,7 +475,11 @@ function Node_Line(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
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var points = lines[i];
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if(array_length(points) < 2) continue;
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var _caps = [];
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var _ldata = line_data[i];
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var _len = _ldata.length;
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var _caps = [];
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if(_scaleTex) shader_set_2("scale", [ _texSca[0] * _len, _texSca[1] ]);
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if(_useTex) draw_primitive_begin_texture(pr_trianglestrip, tex);
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else draw_primitive_begin(pr_trianglestrip);
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@ -82,7 +82,7 @@ vec4 texture2Dintp( sampler2D texture, vec2 uv ) {
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/////////////// SAMPLING ///////////////
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void main() {
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vec2 cpos = v_vTexcoord - vec2(0.5);
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vec2 cpos = v_vTexcoord.yx - vec2(0.5);
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vec2 pos;
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pos.x = cpos.x * cos(rotation) - cpos.y * sin(rotation);
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pos.y = cpos.x * sin(rotation) + cpos.y * cos(rotation);
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