function Node_Stripe(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Stripe"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }); inputs[| 2] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 3] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Smoothly blend between each stripe."); inputs[| 4] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 5] = nodeValue("Random", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[| 6] = nodeValue("Random color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ); inputs[| 8] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 9] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 10] = nodeValue("Strip ratio", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, ["Pattern", false], 1, 10, 2, 4, 5, ["Render", false], 6, 7, 8, 9, 3 ]; attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var pos = getInputData(4); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); inputs[| 2].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _dim = _data[0]; var _amo = _data[1]; var _ang = _data[2]; var _bnd = _data[3]; var _pos = _data[4]; var _rnd = _data[5]; var _clr0 = _data[ 8]; var _clr1 = _data[ 9]; var _rat = _data[10]; var _grad_use = _data[6]; inputs[| 7].setVisible(_grad_use); inputs[| 8].setVisible(!_grad_use); inputs[| 9].setVisible(!_grad_use); var _gra = _data[7]; var _g = _gra.toArray(); var _grad_color = _g[0]; var _grad_time = _g[1]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_stripe); shader_set_f("dimension", _dim[0], _dim[1]); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f("angle", degtorad(_ang)); shader_set_f("amount", _amo); shader_set_f("blend", _bnd); shader_set_f("randomAmount", _rnd); shader_set_f("ratio", _rat); shader_set_f("color0", colToVec4(_clr0)); shader_set_f("color1", colToVec4(_clr1)); shader_set_i("gradient_use", _grad_use); shader_set_i("gradient_blend", _gra.type); shader_set_f("gradient_color", _grad_color); shader_set_f("gradient_time", _grad_time); shader_set_i("gradient_keys", array_length(_gra.keys)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } #endregion }