function Node_Random_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Random Tile"; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Vec2("Position", self, [ 0, 0 ])) .setUnitRef(function(index) { return getDimension(index); }); newInput(2, nodeValue_Vec2("Scale", self, [ 2, 2 ])) .setMappable(11); newInput(3, nodeValue_Rotation("Angle", self, 0)) .setMappable(12); newInput(4, nodeValue_Float("Gap", self, 0.1)) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] }) .setMappable(13); newInput(5, nodeValue_Gradient("Tile color", self, new gradientObject(cola(c_white)))) .setMappable(17); newInput(6, nodeValue_Color("Gap color", self, c_black)); newInput(7, nodeValue_Enum_Scroll("Render type", self, 0, ["Colored tile", "Height map", "Texture grid"])); newInput(8, nodeValue_Float("Seed", self, seed_random(6))) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[8].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); newInput(9, nodeValue_Surface("Texture", self)); newInput(10, nodeValue_Bool("Anti aliasing", self, false)); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(11, nodeValueMap("Scale map", self)); newInput(12, nodeValueMap("Angle map", self)); newInput(13, nodeValueMap("Gap map", self)); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(14, nodeValue_Bool("Truchet", self, false)); newInput(15, nodeValue_Int("Truchet seed", self, seed_random())); newInput(16, nodeValue_Float("Truchet threshold", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider) ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(17, nodeValueMap("Gradient map", self)); newInput(18, nodeValueGradientRange("Gradient map range", self, inputs[5])); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(19, nodeValue_Rotation_Range("Texture angle", self, [ 0, 0 ])); newInput(20, nodeValue_Slider_Range("Level", self, [ 0, 1 ])); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 3, 12, 2, 11, 4, 13, ["Render", false], 7, 8, 5, 17, 6, 9, 10, 20, ["Truchet", true, 14], 15, 16, 19, ]; newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[ 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv; var hv = inputs[18].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getSingleValue(0)); active &= !hv; _hov |= hv; return _hov; } static step = function() { #region inputs[2].mappableStep(); inputs[3].mappableStep(); inputs[4].mappableStep(); inputs[5].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sam = _data[9]; var _mode = _data[7]; var _col_gap = _data[6]; inputs[ 5].setVisible(_mode == 0); inputs[ 6].setVisible(_mode != 1); inputs[20].setVisible(_mode == 1); inputs[ 9].setVisible(_mode == 2 || _mode == 3); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_random_tile); shader_set_f("dimension", _dim[0], _dim[1]); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f_map("scale", _data[ 2], _data[11], inputs[2]); shader_set_f_map("angle", _data[ 3], _data[12], inputs[3]); shader_set_f_map("thick", _data[ 4], _data[13], inputs[4]); shader_set_f("seed", _data[ 8]); shader_set_i("mode", _mode); shader_set_i("aa", _data[10]); shader_set_color("gapCol", _col_gap); shader_set_i("textureTruchet", _data[14]); shader_set_f("truchetSeed", _data[15]); shader_set_f("truchetThres", _data[16]); shader_set_2("truchetAngle", _data[19]); shader_set_2("level", _data[20]); shader_set_gradient(_data[5], _data[17], _data[18], inputs[5]); if(is_surface(_sam)) draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]); else draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } }