function Node_Grid(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Grid"; 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("Grid Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 8, 8 ]) .setDisplay(VALUE_DISPLAY.vector) .setMappable(13); inputs[| 3] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] }) .setMappable(14); inputs[| 4] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation) .setMappable(15); inputs[| 5] = nodeValue("Tile color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(cola(c_white)) ) .setMappable(20); inputs[| 6] = nodeValue("Gap color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 7] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 8] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [-0.5, 0.5, 0.01] }) .setMappable(16); inputs[| 9] = nodeValue("Shift axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, ["X", "Y"]); inputs[| 10] = nodeValue("Render type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, ["Colored tile", "Colored tile (Accurate)", "Height map", "Texture grid", "Texture sample"]); inputs[| 11] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 11].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); inputs[| 12] = nodeValue("Anti aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 13] = nodeValueMap("Scale map", self); inputs[| 14] = nodeValueMap("Gap map", self); inputs[| 15] = nodeValueMap("Angle map", self); inputs[| 16] = nodeValueMap("Shift map", self); inputs[| 17] = nodeValue("Truchet", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 18] = nodeValue("Truchet seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random()); inputs[| 19] = nodeValue("Flip horizontal", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 20] = nodeValueMap("Gradient map", self); inputs[| 21] = nodeValueGradientRange("Gradient map range", self, inputs[| 5]); inputs[| 22] = nodeValue("Flip vertical", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); inputs[| 23] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 24] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 25] = nodeValue("Use Texture Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 26] = nodeValue("Gap Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1); inputs[| 27] = nodeValue("Diagonal", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 28] = nodeValue("Uniform height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 4, 15, 2, 13, 28, 3, 26, 27, 14, 9, 8, 16, ["Render", false], 10, 11, 5, 20, 6, 7, 25, 12, 24, ["Truchet", true, 17], 18, 19, 22, 23, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var hov = false; var pos = getSingleValue(1); var hv = inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; hov |= bool(hv); var hv = inputs[| 2].drawOverlay(hover, active, _x + pos[0] * _s, _y + pos[1] * _s, _s, _mx, _my, _snx, _sny, 1); active &= !hv; hov |= bool(hv); var hv = inputs[| 4].drawOverlay(hover, active, _x + pos[0] * _s, _y + pos[1] * _s, _s, _mx, _my, _snx, _sny); active &= !hv; hov |= bool(hv); var hv = inputs[| 21].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getSingleValue(0)); active &= !hv; hov |= bool(hv); return hov; } static step = function() { #region inputs[| 2].mappableStep(); inputs[| 3].mappableStep(); inputs[| 4].mappableStep(); inputs[| 5].mappableStep(); inputs[| 8].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[ 0]; var _pos = _data[ 1]; var _sam = _data[ 7]; var _mode = _data[10]; var _col_gap = _data[6]; var _tex_mode = _mode == 3 || _mode == 4; inputs[| 5].setVisible(_mode == 0 || _mode == 1); inputs[| 3].setVisible(_mode == 0 || _mode == 3 || _mode == 4); inputs[| 24].setVisible(_mode == 2); inputs[| 26].setVisible(_mode == 1); inputs[| 4].setVisible(_mode != 1); inputs[| 8].setVisible(_mode != 1); inputs[| 9].setVisible(_mode != 1); inputs[| 27].setVisible(_mode == 1); inputs[| 7].setVisible(_tex_mode, _tex_mode); inputs[| 25].setVisible(_tex_mode, _tex_mode); var _tex_dim = is_surface(_sam) && _tex_mode && _data[25]; if(_tex_dim) _dim = surface_get_dimension(_sam); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_grid); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f("dimension", _dim[0], _dim[1]); shader_set_f_map("scale", _data[ 2], _data[13], inputs[| 2]); shader_set_f_map("width", _data[ 3], _data[14], inputs[| 3]); shader_set_f_map("angle", _data[ 4], _data[15], inputs[| 4]); shader_set_f_map("shift", _data[ 8], _data[16], inputs[| 8]); shader_set_i("mode", _mode); shader_set_f("seed", _data[11]); shader_set_i("shiftAxis", _data[ 9]); shader_set_i("aa", _data[12]); shader_set_i("textureTruchet", _data[17]); shader_set_f("truchetSeed", _data[18]); shader_set_f("truchetThresX", _data[19]); shader_set_f("truchetThresY", _data[22]); shader_set_2("truchetAngle", _data[23]); shader_set_2("level", _data[24]); shader_set_f("gapAcc", _data[26]); shader_set_i("diagonal", _data[27]); shader_set_i("uniformSize", _data[28]); shader_set_color("gapCol", _col_gap); shader_set_gradient(_data[5], _data[20], _data[21], inputs[| 5]); 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; } }