function Node_Herringbone_Tile(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Herringbone Tile"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ]) .setDisplay(VALUE_DISPLAY.vector) .setMappable(11); inputs[| 3] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation) .setMappable(12); inputs[| 4] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.25) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.01] }) .setMappable(13); inputs[| 5] = nodeValue("Tile color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ); inputs[| 6] = nodeValue("Gap color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 7] = nodeValue("Render type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, ["Colored tile", "Height map", "Texture grid"]); inputs[| 8] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom_range(10000, 99999)); inputs[| 9] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 10] = nodeValue("Anti aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 11] = nodeValueMap("Scale map", self); inputs[| 12] = nodeValueMap("Angle map", self); inputs[| 13] = nodeValueMap("Gap map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 14] = nodeValue("Truchet", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 15] = nodeValue("Truchet seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random()); inputs[| 16] = nodeValue("Truchet threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider) inputs[| 17] = nodeValue("Tile length", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 3, 12, 2, 11, 17, 4, 13, ["Render", false], 7, 8, 5, 6, 9, 10, ["Truchet", true, 14], 15, 16, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static step = function() { #region inputs[| 2].mappableStep(); inputs[| 3].mappableStep(); inputs[| 4].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]; var _gra = _data[5]; inputs[| 5].setVisible(_mode == 0); inputs[| 6].setVisible(_mode != 1); inputs[| 9].setVisible(_mode == 2 || _mode == 3); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_herringbone_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_f("tileLength", _data[17]); shader_set_color("gapCol", _col_gap); shader_set_i("textureTruchet", _data[14]); shader_set_f("truchetSeed", _data[15]); shader_set_f("truchetThres", _data[16]); _gra.shader_submit(); 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; } }