function Node_Gradient(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Gradient"; inputs[0] = nodeValue_Dimension(self); inputs[1] = nodeValue_Gradient("Gradient", self, new gradientObject([ cola(c_black), cola(c_white) ])) .setMappable(15); inputs[2] = nodeValue_Enum_Scroll("Type", self, 0, [ new scrollItem("Linear", s_node_gradient_type, 0), new scrollItem("Circular", s_node_gradient_type, 1), new scrollItem("Radial", s_node_gradient_type, 2) ]); inputs[3] = nodeValue_Rotation("Angle", self, 0) .setMappable(10); inputs[4] = nodeValue_Float("Radius", self, .5) .setMappable(11); inputs[5] = nodeValue_Float("Shift", self, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [-2, 2, 0.01] }) .setMappable(12); inputs[6] = nodeValue_Vector("Center", self, [ 0.5, 0.5 ]) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); inputs[7] = nodeValue_Enum_Button("Loop", self, 0, [ "None", "Loop", "Pingpong" ]); inputs[8] = nodeValue_Surface("Mask", self); inputs[9] = nodeValue_Float("Scale", self, 1) .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); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[14] = nodeValue_Bool("Uniform ratio", self, true); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[15] = nodeValueMap("Gradient map", self); inputs[16] = nodeValueGradientRange("Gradient map range", self, inputs[1]); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, 8, ["Gradient", false], 1, 15, 5, 12, 9, 13, 7, ["Shape", false], 2, 3, 10, 4, 11, 6, 14, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { PROCESSOR_OVERLAY_CHECK 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; return _hov; } static step = function() { var _typ = getInputData(2); inputs[ 3].setVisible(_typ != 1); inputs[ 4].setVisible(_typ == 1); inputs[14].setVisible(_typ); inputs[1].mappableStep(); inputs[3].mappableStep(); inputs[4].mappableStep(); inputs[5].mappableStep(); inputs[9].mappableStep(); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _typ = _data[2]; var _cnt = _data[6]; var _lop = _data[7]; var _msk = _data[8]; var _uni = _data[14]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_gradient); shader_set_gradient(_data[1], _data[15], _data[16], inputs[1]); shader_set_f("dimension", _dim); shader_set_i("gradient_loop", _lop); shader_set_f("center", _cnt[0] / _dim[0], _cnt[1] / _dim[1]); shader_set_i("type", _typ); shader_set_i("uniAsp", _uni); 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]); 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(); return _outSurf; } }