function Node_Grid(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Grid"; shader = sh_grid; uniform_pos = shader_get_uniform(shader, "position"); uniform_dim = shader_get_uniform(shader, "dimension"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_wid = shader_get_uniform(shader, "width"); uniform_ang = shader_get_uniform(shader, "angle"); uniform_shf = shader_get_uniform(shader, "shift"); uniform_shx = shader_get_uniform(shader, "shiftAxis"); uniform_mod = shader_get_uniform(shader, "mode"); uniform_sed = shader_get_uniform(shader, "seed"); uniform_grad_blend = shader_get_uniform(shader, "gradient_blend"); uniform_grad = shader_get_uniform(shader, "gradient_color"); uniform_grad_time = shader_get_uniform(shader, "gradient_time"); uniform_grad_key = shader_get_uniform(shader, "gradient_keys"); uniform_col_gap = shader_get_uniform(shader, "gapCol"); 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("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 2 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]); inputs[| 4] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 5] = nodeValue("Tile color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ); 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, 0); inputs[| 8] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-0.5, 0.5, 0.01]); 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", "Height map", "Texture grid", "Texture sample"]); inputs[| 11] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom_range(10000, 99999)); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 4, 2, 3, 9, 8, ["Render", false], 10, 11, 5, 6, 7 ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _wid = _data[3]; var _ang = _data[4]; var _sam = _data[7]; var _shf = _data[8]; var _shx = _data[9]; var _mode = _data[10]; var _sed = _data[11]; var _col_gap = _data[6]; var _gra = _data[5]; var _grad = _gra.toArray();; var _grad_color = _grad[0]; var _grad_time = _grad[1]; inputs[| 5].setVisible(_mode == 0); inputs[| 6].setVisible(_mode != 1); inputs[| 7].setVisible(_mode == 2 || _mode == 3); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_target(_outSurf); DRAW_CLEAR shader_set(shader); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]); shader_set_uniform_f_array_safe(uniform_sca, _sca); shader_set_uniform_f(uniform_wid, _wid); shader_set_uniform_f(uniform_ang, degtorad(_ang)); shader_set_uniform_f(uniform_shf, _shx? _shf / _sca[1] : _shf / _sca[0]); shader_set_uniform_f(uniform_sed, _sed); shader_set_uniform_i(uniform_shx, _shx); shader_set_uniform_i(uniform_mod, _mode); shader_set_uniform_f_array_safe(uniform_col_gap, colToVec4(_col_gap)); shader_set_uniform_i(uniform_grad_blend, _gra.type); shader_set_uniform_f_array_safe(uniform_grad, _grad_color); shader_set_uniform_f_array_safe(uniform_grad_time, _grad_time); shader_set_uniform_i(uniform_grad_key, array_length(_gra.keys)); 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); shader_reset(); surface_reset_target(); return _outSurf; } }