function Node_Interpret_Number(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Interpret Number"; dimension_index = -1; inputs[| 0] = nodeValue("Number", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [] ) .setVisible(true, true) .setArrayDepth(1); inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "Gradient" ]); inputs[| 2] = nodeValue("Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ] ) .setDisplay(VALUE_DISPLAY.range); inputs[| 3] = nodeValue("Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ) .setMappable(4); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 4] = nodeValueMap("Gradient map", self); inputs[| 5] = nodeValueGradientRange("Gradient map range", self, inputs[| 3]); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 0, ["Interpret", false], 1, 2, 3, 4, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[| 5].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getDimension()); active &= !hv; _hov |= hv; return _hov; } static step = function() { var _mode = getInputData(1); inputs[| 3].setVisible(_mode == 1); inputs[| 3].mappableStep(); } static processData = function(_outSurf, _data, _output_index, _array_index) { static BATCH_SIZE = 128; var _val = _data[0]; var _mod = _data[1]; var _ran = _data[2]; if(is_array(_val) && array_empty(_val)) return _outSurf; if(!is_array(_val)) _val = [ _val ]; var _num = array_spread(_val); var _amo = array_length(_num); _outSurf = surface_verify(_outSurf, _amo, 1, attrDepth()); if(_amo == 0) return _outSurf; surface_set_shader(_outSurf, sh_interpret_number); shader_set_i("mode", _mod); shader_set_f("range", _ran); shader_set_gradient(_data[3], _data[4], _data[5], inputs[| 3]); for(var i = 0; i < _amo; i += BATCH_SIZE) { var _arr = []; array_copy(_arr, 0, _num, i, BATCH_SIZE); shader_set_f("number", _arr); draw_sprite_stretched(s_fx_pixel, 0, i, 0, BATCH_SIZE, 1); } surface_reset_shader(); return _outSurf; } }