function Node_Interpret_Number(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Interpret Number"; dimension_index = -1; newInput(0, nodeValue_Float("Number", self, [] )) .setVisible(true, true) .setArrayDepth(1); newInput(1, nodeValue_Enum_Button("Mode", self, 0, [ "Greyscale", "Gradient" ])); newInput(2, nodeValue_Range("Range", self, [ 0, 1 ] )); newInput(3, nodeValue_Gradient("Gradient", self, new gradientObject(cola(c_white)))) .setMappable(4); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(4, nodeValueMap("Gradient map", self)); newInput(5, nodeValueGradientRange("Gradient map range", self, inputs[3])); ////////////////////////////////////////////////////////////////////////////////////////////////// newOutput(0, nodeValue_Output("Surface out", self, 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; } }