function Node_Grid_Hex(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Hexagonal Grid"; shader = sh_grid_hex; uniform_dim = shader_get_uniform(shader, "dimension"); uniform_pos = shader_get_uniform(shader, "position"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_rot = shader_get_uniform(shader, "angle"); uniform_thk = shader_get_uniform(shader, "thick"); uniform_clr0 = shader_get_uniform(shader, "color0"); uniform_clr1 = shader_get_uniform(shader, "color1"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .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); inputs[| 3] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 4] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 5] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 6] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 2, 3, 4, ["Render", false], 5, 6, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _rot = _data[3]; var _thk = _data[4]; var _clr0 = _data[5]; var _clr1 = _data[6]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); surface_set_target(_outSurf); draw_clear_alpha(0, 0); shader_set(shader); shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f(uniform_sca, _sca[0], _sca[1]); shader_set_uniform_f(uniform_rot, degtorad(_rot)); shader_set_uniform_f(uniform_thk, _thk); shader_set_uniform_f_array_safe(uniform_clr0, colToVec4(_clr0)); shader_set_uniform_f_array_safe(uniform_clr1, colToVec4(_clr1)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }