enum NODE_SHAPE_TYPE { rectangle, elipse, regular, star, arc, capsule } function Node_Shape(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Shape"; shader = sh_shape; uniform_shape = shader_get_uniform(shader, "shape"); uniform_cent = shader_get_uniform(shader, "center"); uniform_scal = shader_get_uniform(shader, "scale"); uniform_side = shader_get_uniform(shader, "sides"); uniform_angle = shader_get_uniform(shader, "angle"); uniform_inner = shader_get_uniform(shader, "inner"); uniform_corner = shader_get_uniform(shader, "corner"); uniform_arange = shader_get_uniform(shader, "angle_range"); uniform_aa = shader_get_uniform(shader, "aa"); uniform_dim = shader_get_uniform(shader, "dimension"); uniform_bgCol = shader_get_uniform(shader, "bgColor"); uniform_drawDF = shader_get_uniform(shader, "drawDF"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Backgroud", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 2] = nodeValue(2, "Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Rectangle", "Ellipse", "Regular polygon", "Star", "Arc", "Rounded rectangle" ]); inputs[| 3] = nodeValue(3, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, AREA_SHAPE.rectangle ]) .setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 0].getValue(); }); inputs[| 4] = nodeValue(4, "Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3) .setVisible(false); inputs[| 5] = nodeValue(5, "Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]) .setVisible(false); inputs[| 6] = nodeValue(6, "Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue(7, "Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 8] = nodeValue(8, "Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 9] = nodeValue(9, "Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]); inputs[| 10] = nodeValue(10, "Shape color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 11] = nodeValue(11, "Background color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 12] = nodeValue(12, "Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ ["Surface", false], 0, 6, ["Shape", false], 2, 3, 9, 4, 5, 7, 8, ["Render", true], 10, 1, 11, 12 ]; static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index) { var _dim = _data[0]; var _bg = _data[1]; var _shape = _data[2]; var _posit = _data[3]; var _aa = _data[6]; var _corner = _data[9]; var _color = _data[10]; var _df = _data[12]; var _bgcol = _bg? colToVec4(_data[11]) : [0, 0, 0, 0]; inputs[| 11].setVisible(_bg); if(!is_surface(_outSurf)) { _outSurf = surface_create_valid(_dim[0], _dim[1]); } else surface_size_to(_outSurf, _dim[0], _dim[1]); surface_set_target(_outSurf); if(_bg) draw_clear_alpha(0, 1); else draw_clear_alpha(0, 0); shader_set(shader); switch(_shape) { case NODE_SHAPE_TYPE.rectangle : case NODE_SHAPE_TYPE.elipse : inputs[| 4].setVisible(false); inputs[| 5].setVisible(false); inputs[| 7].setVisible(false); inputs[| 8].setVisible(false); inputs[| 9].setVisible(false); break; case NODE_SHAPE_TYPE.regular : inputs[| 4].setVisible(true); inputs[| 5].setVisible(false); inputs[| 7].setVisible(true); inputs[| 8].setVisible(false); inputs[| 9].setVisible(true); shader_set_uniform_i(uniform_side, _data[4]); shader_set_uniform_f(uniform_angle, degtorad(_data[7])); break; case NODE_SHAPE_TYPE.star : inputs[| 4].setVisible(true); inputs[| 5].setVisible(true); inputs[| 7].setVisible(true); inputs[| 8].setVisible(false); inputs[| 9].setVisible(true); shader_set_uniform_i(uniform_side, _data[4]); shader_set_uniform_f(uniform_angle, degtorad(_data[7])); shader_set_uniform_f(uniform_inner, _data[5]); break; case NODE_SHAPE_TYPE.arc : inputs[| 4].setVisible(false); inputs[| 5].setVisible(true); inputs[| 7].setVisible(false); inputs[| 8].setVisible(true); inputs[| 9].setVisible(true); var ar = _data[8]; var center = degtorad(ar[0] + ar[1]) / 2; var range = degtorad(ar[0] - ar[1]) / 2; shader_set_uniform_f(uniform_angle, center); shader_set_uniform_f_array(uniform_arange, [ sin(range), cos(range) ] ); shader_set_uniform_f(uniform_inner, _data[5] / 2); break; case NODE_SHAPE_TYPE.capsule : inputs[| 4].setVisible(false); inputs[| 5].setVisible(false); inputs[| 7].setVisible(false); inputs[| 8].setVisible(false); inputs[| 9].setVisible(true); break; } shader_set_uniform_f_array(uniform_dim, _dim); shader_set_uniform_i(uniform_shape, _shape); shader_set_uniform_f_array(uniform_bgCol, _bgcol); shader_set_uniform_i(uniform_aa, _aa); shader_set_uniform_i(uniform_drawDF, _df); shader_set_uniform_f(uniform_corner, _corner); shader_set_uniform_f_array(uniform_cent, [ _posit[0] / _dim[0], _posit[1] / _dim[1] ]); shader_set_uniform_f_array(uniform_scal, [ _posit[2] / _dim[0], _posit[3] / _dim[1] ]); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, _color, 1); shader_reset(); surface_reset_target(); } doUpdate(); }