function Node_Path_Profile(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Path Profile"; newInput(0, nodeValue_Dimension(self)); inputs[1] = nodeValue_PathNode("Path", self, noone ) .setVisible(true, true); newInput(2, nodeValue_Int("Resolution", self, 64 )); newInput(3, nodeValue_Enum_Button("Side", self, 0 , [ "L", "R", "T", "D" ])); newInput(4, nodeValue_Bool("Mirror", self, false )); newInput(5, nodeValue_Color("Color", self, c_white )); newInput(6, nodeValue_Bool("Anti Aliasing", self, false )); newInput(7, nodeValue_Bool("Background", self, false )); newInput(8, nodeValue_Color("BG Color", self, c_black )); outputs[0] = nodeValue_Output("Output", self, VALUE_TYPE.surface, noone ); input_display_list = [ 0, [ "Profile", false ], 1, 2, [ "Render", false ], 3, 5, 4, 6, [ "Background", false, 7 ], 8, ]; brush_prev = noone; brush_next_dist = 0; temp_surface = [ surface_create(1, 1) ]; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var _path = getInputData(1); if(_path && struct_has(_path, "drawOverlay")) _path.drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index = 0) { #region var _dim = _data[0]; var _path = _data[1]; var _res = _data[2]; _res = max(_res, 2); var _side = _data[3]; var _mirr = _data[4]; var _colr = _data[5]; var _aa = _data[6]; var _bg = _data[7]; var _bgC = _data[8]; if(_path == noone) return; var _points = array_create(_res * 2); var _p = new __vec2(); for( var i = 0; i < _res; i++ ) { _p = _path.getPointRatio(i / _res, 0, _p); _points[i * 2 + 0] = _p.x; _points[i * 2 + 1] = _p.y; } surface_set_shader(_outSurf, sh_path_fill_profile, true, _bg? BLEND.alphamulp : BLEND.over); if(_bg) draw_clear_alpha(_bgC, color_get_alpha(_bgC)); shader_set_f("dimension", _dim); shader_set_f("path", _points); shader_set_i("pathLength", _res); shader_set_i("side", _side); shader_set_i("mirror", _mirr); shader_set_i("aa", _aa); shader_set_color("color", _colr); shader_set_i("bg", _bg); shader_set_color("bgColor",_bgC); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader(); return _outSurf; } #endregion }