function Node_Gradient(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Gradient"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject([ c_black, c_white ]) ) .setMappable(15); inputs[| 2] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ 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("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation) .setMappable(10); inputs[| 4] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5) .setMappable(11); inputs[| 5] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [-2, 2, 0.01] }) .setMappable(12); inputs[| 6] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference); inputs[| 7] = nodeValue("Loop", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "None", "Loop", "Pingpong" ]); inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 9] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 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("Uniform ratio", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 15] = nodeValueMap("Gradient map", self); inputs[| 16] = nodeValueGradientRange("Gradient map range", self, inputs[| 1]); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var a = inputs[| 6].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !a; var a = inputs[| 16].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny, getSingleValue(0)); active &= !a; } #endregion static step = function() { #region 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(); } #endregion 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; } }