enum NODE_SHAPE_TYPE { rectangle, elipse, regular, star, arc, teardrop, cross, leaf, crescent, donut } #region create global.node_shape_keys = [ "rectangle", "ellipse", "regular polygon", "star", "arc", "teardrop", "cross", "leaf", "crescent", "donut" ]; array_append(global.node_shape_keys, [ "square", "circle", "triangle", "pentagon", "hexagon", "ring" ]); function Node_create_Shape(_x, _y, _group = noone, _param = {}) { #region var query = struct_try_get(_param, "query", ""); var node = new Node_Shape(_x, _y, _group); var ind = -1; switch(query) { case "square" : ind = 0; break; case "circle" : ind = 1; break; case "triangle" : ind = 2; node.inputs[| 4].setValue(3); break; case "pentagon" : ind = 2; node.inputs[| 4].setValue(5); break; case "hexagon" : ind = 2; node.inputs[| 4].setValue(6); break; case "ring" : ind = 9; break; default : ind = array_find(global.node_shape_keys, query); } if(ind >= 0) node.inputs[| 2].setValue(ind); return node; } #endregion function Node_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Shape"; onSurfaceSize = function() { return getInputData(0, DEF_SURF); }; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); var _types = [ "Rectangle", "Ellipse", "Regular polygon", "Star", "Arc", "Teardrop", "Cross", "Leaf", "Crescent", "Donut" ]; for( var i = 0, n = array_length(_types); i < n; i++ ) _types[i] = new scrollItem(_types[i], s_node_shape_type, i); inputs[| 2] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, _types); inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_AREA_REF) .setUnitRef(onSurfaceSize, VALUE_UNIT.reference) .setDisplay(VALUE_DISPLAY.area, { onSurfaceSize, useShape : false }); inputs[| 4] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3) .setVisible(false); inputs[| 5] = nodeValue("Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider) .setVisible(false); inputs[| 6] = nodeValue("Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 8] = nodeValue("Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 180 ]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 9] = nodeValue("Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.01] }); inputs[| 10] = nodeValue("Shape color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 11] = nodeValue("Background color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 12] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 13] = nodeValue("Start radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider) .setVisible(false); inputs[| 14] = nodeValue("Shape path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone) .setVisible(true, true); inputs[| 15] = nodeValue("Positioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Area", "Center + Scale", "Full Image" ]) inputs[| 16] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(onSurfaceSize); inputs[| 17] = nodeValue("Half Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(onSurfaceSize); inputs[| 18] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 19] = nodeValue("Shape Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", false], 0, 6, ["Transform", false], 15, 3, 16, 17, 19, ["Shape", false], 14, 2, 9, 4, 13, 5, 7, 8, ["Render", true], 10, 12, 20, 18, ["Background", true, 1], 11, ]; temp_surface = [ noone ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var _path = getInputData(14); if(_path != noone && struct_has(_path, "getPointRatio")) return; var _type = getInputData(15); if(_type == 0) { inputs[| 3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } else if(_type == 1) { var _pos = getInputData(16); var _px = _x + _pos[0] * _s; var _py = _y + _pos[1] * _s; inputs[| 16].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); inputs[| 17].drawOverlay(hover, active, _px, _py, _s, _mx, _my, _snx, _sny); } } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _dim = _data[0]; var _bg = _data[1]; var _shape = _data[2]; var _aa = _data[6]; var _corner = _data[9]; var _color = _data[10]; var _df = _data[12]; var _path = _data[14]; var _bgC = _data[11]; var _bgcol = _bg? colToVec4(_data[11]) : [0, 0, 0, 0]; var _posTyp = _data[15]; var _tile = _data[18]; var _rotat = _data[19]; var _level = _data[20]; var _center = [ 0, 0 ]; var _scale = [ 0, 0 ]; switch(_posTyp) { case 0 : var _area = _data[3]; _center = [ _area[0] / _dim[0], _area[1] / _dim[1] ]; _scale = [ _area[2] / _dim[0], _area[3] / _dim[1] ]; break; case 1 : var _posit = _data[16]; var _scal = _data[17]; _center = [ _posit[0] / _dim[0], _posit[1] / _dim[1] ]; _scale = [ _scal[0] / _dim[0], _scal[1] / _dim[1] ]; break; case 2 : _center = [ 0.5, 0.5 ]; _scale = [ 0.5, 0.5 ]; break; } inputs[| 3].setVisible(_posTyp == 0); inputs[| 16].setVisible(_posTyp == 1); inputs[| 17].setVisible(_posTyp == 1); inputs[| 4].setVisible(true); inputs[| 5].setVisible(true); inputs[| 6].setVisible(_path == noone); inputs[| 7].setVisible(true); inputs[| 8].setVisible(true); inputs[| 9].setVisible(true); inputs[| 11].setVisible(_bg); inputs[| 13].setVisible(true); inputs[| 15].setVisible(true); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); if(_path != noone && struct_has(_path, "getPointRatio")) { #region inputs[| 3].setVisible(false); inputs[| 4].setVisible(false); inputs[| 5].setVisible(false); inputs[| 7].setVisible(false); inputs[| 8].setVisible(false); inputs[| 9].setVisible(false); inputs[| 13].setVisible(false); inputs[| 15].setVisible(false); surface_set_target(_outSurf); if(_bg) draw_clear_alpha(0, 1); else DRAW_CLEAR var points = []; var segCount = _path.getSegmentCount(); if(segCount) { var quality = 8; var sample = quality * segCount; for( var i = 0; i < sample; i++ ) { var t = i / sample; var pos = _path.getPointRatio(t); array_push(points, pos); } var triangles = polygon_triangulate(points); draw_set_color(_color); draw_primitive_begin(pr_trianglelist); for( var i = 0, n = array_length(triangles); i < n; i++ ) { var tri = triangles[i]; var p0 = tri[0]; var p1 = tri[1]; var p2 = tri[2]; draw_vertex(p0.x, p0.y); draw_vertex(p1.x, p1.y); draw_vertex(p2.x, p2.y); } draw_primitive_end(); } surface_reset_target(); return _outSurf; } #endregion surface_set_shader(_outSurf, sh_shape); if(_bg) draw_clear_alpha(0, 1); else DRAW_CLEAR inputs[| 4].setVisible(false); inputs[| 5].setVisible(false); inputs[| 7].setVisible(false); inputs[| 8].setVisible(false); inputs[| 9].setVisible(false); inputs[| 13].setVisible(false); inputs[| 18].setVisible( true); switch(_shape) { #region case NODE_SHAPE_TYPE.rectangle : inputs[| 9].setVisible( true); inputs[| 18].setVisible(false); break; case NODE_SHAPE_TYPE.elipse : break; case NODE_SHAPE_TYPE.regular : inputs[| 4].setVisible(true); inputs[| 7].setVisible(true); inputs[| 9].setVisible(true); shader_set_i("sides", _data[4]); shader_set_f("angle", degtorad(_data[7])); break; case NODE_SHAPE_TYPE.star : inputs[| 4].setVisible(true); inputs[| 5].setVisible(true); inputs[| 7].setVisible(true); inputs[| 9].setVisible(true); inputs[| 5].name = "Inner radius"; shader_set_i("sides", _data[4]); shader_set_f("angle", degtorad(_data[7])); shader_set_f("inner", _data[5]); break; case NODE_SHAPE_TYPE.arc : inputs[| 5].setVisible(true); inputs[| 8].setVisible(true); inputs[| 5].name = "Inner radius"; var ar = _data[8]; var center = degtorad(ar[0] + ar[1]) / 2; var range = degtorad(ar[0] - ar[1]) / 2; shader_set_f("angle", center); shader_set_f("angle_range", [ sin(range), cos(range) ] ); shader_set_f("inner", _data[5] / 2); break; case NODE_SHAPE_TYPE.teardrop : inputs[| 5].setVisible(true); inputs[| 13].setVisible(true); inputs[| 5].name = "End radius"; inputs[| 13].name = "Start radius"; shader_set_f("edRad", _data[ 5]); shader_set_f("stRad", _data[13]); break; case NODE_SHAPE_TYPE.cross : inputs[| 9].setVisible(true); inputs[| 13].setVisible(true); inputs[| 13].name = "Outer radius"; shader_set_f("outer", _data[13]); break; case NODE_SHAPE_TYPE.leaf : inputs[| 5].setVisible(true); inputs[| 13].setVisible(true); inputs[| 5].name = "Inner radius"; inputs[| 13].name = "Outer radius"; shader_set_f("inner", _data[ 5]); shader_set_f("outer", _data[13]); break; case NODE_SHAPE_TYPE.crescent : inputs[| 5].setVisible(true); inputs[| 7].setVisible(true); inputs[| 13].setVisible(true); inputs[| 5].name = "Shift"; inputs[| 13].name = "Inner circle"; shader_set_f("outer", _data[ 5]); shader_set_f("angle", -degtorad(_data[7])); shader_set_f("inner", _data[13]); break; case NODE_SHAPE_TYPE.donut : inputs[| 13].setVisible(true); inputs[| 13].name = "Inner circle"; shader_set_f("inner", _data[13]); break; } #endregion shader_set_f("dimension", _dim); shader_set_i("shape", _shape); shader_set_f("bgColor", _bgcol); shader_set_i("aa", _aa); shader_set_i("drawDF", _df); shader_set_f("dfLevel", _level); shader_set_i("tile", _tile); shader_set_f("corner", _corner); shader_set_f("center", _center); shader_set_f("scale", _scale ); shader_set_f("rotation", degtorad(_rotat)); draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], _color, _color_get_alpha(_color)); surface_reset_shader(); return _outSurf; } #endregion }