function Node_Quasicrystal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Quasicrystal"; inputs[0] = nodeValue_Dimension(self); inputs[1] = nodeValue_Float("Scale", self, 16) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 64, 0.1] }) .setMappable(6); inputs[2] = nodeValue_Rotation("Angle", self, 0) .setMappable(7); inputs[3] = nodeValue_Vec2("Position", self, [ 0, 0 ] ) .setUnitRef(function(index) { return getDimension(index); }); inputs[4] = nodeValue_Color("Color 1", self, c_white); inputs[5] = nodeValue_Color("Color 2", self, c_black); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[6] = nodeValueMap("Scale map", self); inputs[7] = nodeValueMap("Angle map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[8] = nodeValue_Float("Phase", self, 0) .setDisplay(VALUE_DISPLAY.slider) .setMappable(8); inputs[9] = nodeValueMap("Phasemap", self); inputs[10] = nodeValue_Rotation_Range("Angle Range", self, [ 0, 180 ]); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, ["Pattern", false], 1, 6, 2, 7, 8, 9, 10, ["Colors", false], 4, 5, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var pos = getInputData(3); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var _hov = false; var hv = inputs[3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv; var hv = inputs[2].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv; return _hov; } #endregion static step = function() { #region inputs[1].mappableStep(); inputs[2].mappableStep(); inputs[8].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _dim = _data[ 0]; var _fre = _data[ 1]; var _ang = _data[ 2]; var _pos = _data[ 3]; var _clr0 = _data[ 4]; var _clr1 = _data[ 5]; var _aran = _data[10]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_quarsicrystal); shader_set_f("dimension", _dim[0], _dim[1]); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_2("rangleRange", _aran); shader_set_f_map("amount", _data[1], _data[6], inputs[ 1]); shader_set_f_map("angle", _data[2], _data[7], inputs[ 2]); shader_set_f_map("phase", _data[8], _data[9], inputs[ 8]); shader_set_color("color0", _clr0); shader_set_color("color1", _clr1); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } #endregion }