global.node_shape_keys = [ "rectangle", "ellipse", "regular polygon", "star", "arc", "teardrop", "cross", "leaf", "crescent", "donut", "square", "circle", "triangle", "pentagon", "hexagon", "ring", "diamond", "trapezoid", "parallelogram", "heart", "arrow", "gear", "squircle", ]; function Node_create_Shape(_x, _y, _group = noone, _param = {}) { var query = struct_try_get(_param, "query", ""); var node = new Node_Shape(_x, _y, _group).skipDefault(); var ind = -1; switch(query) { case "square" : ind = array_find_string(node.shape_types, "rectangle"); break; case "circle" : ind = array_find_string(node.shape_types, "ellipse"); break; case "ring" : ind = array_find_string(node.shape_types, "donut"); break; case "triangle" : ind = array_find_string(node.shape_types, "regular polygon"); node.inputs[4].setValue(3); break; case "pentagon" : ind = array_find_string(node.shape_types, "regular polygon"); node.inputs[4].setValue(5); break; case "hexagon" : ind = array_find_string(node.shape_types, "regular polygon"); node.inputs[4].setValue(6); break; default : ind = array_find_string(node.shape_types, query); } if(ind >= 0) node.inputs[2].setValue(ind); return node; } function Node_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Shape"; onSurfaceSize = function() { return getInputData(0, DEF_SURF); }; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Bool("Background", self, false)); shape_types = [ "Rectangle", "Diamond", "Trapezoid", "Parallelogram", -1, "Ellipse", "Arc", "Donut", "Crescent", "Disk Segment", "Pie", "Squircle", -1, "Regular polygon", "Star", "Cross", "Rounded Cross", -1, "Teardrop", "Leaf", "Heart", "Arrow", "Gear", ]; shape_types_str = []; var _ind = 0; for( var i = 0, n = array_length(shape_types); i < n; i++ ) shape_types_str[i] = shape_types[i] == -1? -1 : new scrollItem(shape_types[i], s_node_shape_type, _ind++); newInput(2, nodeValue_Enum_Scroll("Shape", self, 0, { data: shape_types_str, horizontal: true, text_pad: ui(16) })); newInput(3, nodeValue_Area("Position", self, DEF_AREA_REF, { onSurfaceSize, useShape : false })) .setUnitRef(onSurfaceSize, VALUE_UNIT.reference); newInput(4, nodeValue_Int("Sides", self, 3)) .setVisible(false); newInput(5, nodeValue_Float("Inner radius", self, 0.5)) .setDisplay(VALUE_DISPLAY.slider) .setVisible(false); newInput(6, nodeValue_Bool("Anti-aliasing", self, false)); newInput(7, nodeValue_Rotation("Rotation", self, 0)); newInput(8, nodeValue_Rotation_Range("Angle range", self, [ 0, 180 ])); newInput(9, nodeValue_Float("Corner radius", self, 0)) .setValidator(VV_clamp(0, .5)) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] }); inputs[9].overlay_draw_text = false; newInput(10, nodeValue_Color("Shape color", self, c_white)); newInput(11, nodeValue_Color("Background color", self, c_black)); newInput(12, nodeValue_Bool("Height", self, false)); newInput(13, nodeValue_Float("Start radius", self, 0.1)) .setDisplay(VALUE_DISPLAY.slider) .setVisible(false); newInput(14, nodeValue_PathNode("Shape path", self, noone)) .setVisible(true, true); newInput(15, nodeValue_Enum_Scroll("Positioning Mode", self, 2, [ "Area", "Center + Scale", "Full Image" ])) newInput(16, nodeValue_Vec2("Center", self, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] )) .setUnitRef(onSurfaceSize); newInput(17, nodeValue_Vec2("Half Size", self, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] )) .setUnitRef(onSurfaceSize); newInput(18, nodeValue_Bool("Tile", self, false)); newInput(19, nodeValue_Rotation("Shape rotation", self, 0)); newInput(20, nodeValue_Slider_Range("Level", self, [ 0, 1 ])); newInput(21, nodeValue_Slider_Range("Angles", self, [ 0.5, 1.0 ])); newInput(22, nodeValue_Float("Skew", self, 0.5 )) .setDisplay(VALUE_DISPLAY.slider); newInput(23, nodeValue_Slider_Range("Arrow Sizes", self, [ 0.2, 0.3 ] )); newInput(24, nodeValue_Float("Arrow Head", self, 3 )); newInput(25, nodeValue_Int("Teeth Amount", self, 6 )); newInput(26, nodeValue_Vec2("Teeth Size", self, [ 0.2, 0.2 ] , { slideSpeed : 0.01 })); newInput(27, nodeValue_Rotation("Teeth Rotation", self, 0)); newInput(28, nodeValue_Float("Shape Scale", self, 1)) .setDisplay(VALUE_DISPLAY.slider); newInput(29, nodeValue("Curve", self, CONNECT_TYPE.input, VALUE_TYPE.curve, CURVE_DEF_01)); newInput(30, nodeValue_Bool("Caps", self, false)); newInput(31, nodeValue_Float("Factor", self, 2.5)); newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ ["Output", false], 0, 6, ["Transform", false], 15, 3, 16, 17, 19, 28, ["Shape", false], 14, 2, 9, 4, 13, 5, 7, 8, 21, 22, 23, 24, 25, 26, 27, 30, 31, ["Render", true], 10, 18, ["Height", true, 12], 29, 20, ["Background", true, 1], 11, ]; temp_surface = [ noone ]; use_path = false; path_points = []; point_simp = []; triangles = []; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { PROCESSOR_OVERLAY_CHECK var _hov = false; if(use_path) { draw_set_text(f_p3, fa_center, fa_top); draw_set_color(COLORS._main_accent); var ox, oy, nx, ny; for (var i = 0, n = array_length(point_simp); i < n; i++) { var p = point_simp[i]; nx = _x + p.x * _s; ny = _y + p.y * _s; if(i) draw_line(ox, oy, nx, ny); ox = nx; oy = ny; } return _hov; } var _type = current_data[15]; var _pos = [ 0, 0 ]; var _sca = [ 1, 1 ]; var _px, _py; var hv; var _hov = false; var _int = hover; if(_type == 0) { _pos = [ current_data[3][0], current_data[3][1] ]; _sca = [ current_data[3][2], current_data[3][3] ]; } else if(_type == 1) { _pos = current_data[16]; _sca = current_data[17]; } if(_type != 2) { if(inputs[9].show_in_inspector) { var _px = _x + _pos[0] * _s; var _py = _y + _pos[1] * _s; var _x0 = _px - _sca[0] * _s; var _y0 = _py - _sca[1] * _s; var _x1 = _px + _sca[0] * _s; var _y1 = _py + _sca[1] * _s; var aa = -45; var ar = 90; if(_sca[0] < 0 && _sca[1] < 0) { aa = 135; ar = -90; } else if(_sca[0] < 0 && _sca[1] > 0) { aa = -135; ar = 0; } else if(_sca[0] > 0 && _sca[1] < 0) { aa = 45; ar = 180; } var _max_s = max(abs(_sca[0]), abs(_sca[1])); var _corr = current_data[9] * _s * _max_s; var _cor = _corr / (sqrt(2) - 1); var cx = _x0 + lengthdir_x(_cor, aa); var cy = _y0 + lengthdir_y(_cor, aa); draw_set_color(COLORS._main_accent); draw_arc(cx, cy, _cor - _corr, ar, ar + 90, 2); hv = inputs[9].drawOverlay(_int, active, _x0, _y0, _s, _mx, _my, _snx, _sny, aa, _max_s, 1); _hov |= hv; _int &= !_hov; } } if(_type == 0) { hv = inputs[3].drawOverlay(_int, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; _int &= !_hov; } else if(_type == 1) { _px = _x + _pos[0] * _s; _py = _y + _pos[1] * _s; hv = inputs[16].drawOverlay(_int, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; _int &= !_hov; hv = inputs[17].drawOverlay(_int, active, _px, _py, _s, _mx, _my, _snx, _sny); _hov |= hv; _int &= !_hov; } return _hov; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _bg = _data[1]; var _shape = _data[2]; var _aa = _data[6]; var _corner = _data[9]; _corner = clamp(_corner, 0, .9); var _color = _data[10]; var _df = _data[12]; var _path = _data[14]; var _bgC = _data[11]; var _bgcol = _bg? colToVec4(_data[11]) : [0, 0, 0, 0]; var _posTyp = _data[15]; var _tile = _data[18]; var _rotat = _data[19]; var _level = _data[20]; var _curve = _data[29]; var _shpSca = _data[28]; var _center = [ 0, 0 ]; var _scale = [ 0, 0 ]; switch(_posTyp) { case 0 : var _area = _data[3]; _center = [ _area[0] / _dim[0], _area[1] / _dim[1] ]; _scale = [ abs(_area[2] / _dim[0]), abs(_area[3] / _dim[1]) ]; break; case 1 : var _posit = _data[16]; var _scal = _data[17]; _center = [ _posit[0] / _dim[0], _posit[1] / _dim[1] ]; _scale = [ abs(_scal[0] / _dim[0]), abs(_scal[1] / _dim[1]) ]; break; case 2 : _center = [ 0.5, 0.5 ]; _scale = [ 0.5, 0.5 ]; break; } _scale[0] *= _shpSca; _scale[1] *= _shpSca; _level = [ _level[0] / _shpSca, _level[1] / _shpSca]; inputs[ 3].setVisible(_posTyp == 0); inputs[16].setVisible(_posTyp == 1); inputs[17].setVisible(_posTyp == 1); inputs[ 4].setVisible(true); inputs[ 5].setVisible(true); inputs[ 6].setVisible(_path == noone); inputs[ 7].setVisible(true); inputs[ 8].setVisible(true); inputs[ 9].setVisible(true); inputs[12].setVisible(_path == noone); inputs[20].setVisible(_path == noone); inputs[13].setVisible(true); inputs[15].setVisible(true); inputs[30].setVisible(false); inputs[31].setVisible(false); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); use_path = _path != noone && struct_has(_path, "getPointRatio"); if(use_path) { inputs[ 3].setVisible(false); inputs[ 4].setVisible(false); inputs[ 5].setVisible(false); inputs[ 7].setVisible(false); inputs[ 8].setVisible(false); inputs[ 9].setVisible(false); inputs[13].setVisible(false); inputs[15].setVisible(false); surface_set_target(_outSurf); if(_bg) draw_clear_alpha(0, 1); else DRAW_CLEAR var segCount = _path.getSegmentCount(); if(segCount) { var quality = 8; var sample = quality * segCount; var _step = 1 / sample; path_points = array_verify(path_points, sample); for( var i = 0; i < sample; i++ ) path_points[i] = _path.getPointRatio(i * _step, array_safe_get(path_points, i, undefined)); var tri = polygon_triangulate(path_points); triangles = tri[0]; point_simp = tri[1]; draw_set_color(_color); draw_primitive_begin(pr_trianglelist); for( var i = 0, n = array_length(triangles); i < n; i++ ) { var tri = triangles[i]; var p0 = tri[0]; var p1 = tri[1]; var p2 = tri[2]; draw_vertex(p0.x, p0.y); draw_vertex(p1.x, p1.y); draw_vertex(p2.x, p2.y); } draw_primitive_end(); } surface_reset_target(); return _outSurf; } surface_set_shader(_outSurf, sh_shape); if(_bg) { draw_clear_alpha(0, 1); } else { DRAW_CLEAR BLEND_OVERRIDE } inputs[ 4].setVisible(false); inputs[ 5].setVisible(false); inputs[ 7].setVisible(false); inputs[ 8].setVisible(false); inputs[ 9].setVisible(false); inputs[13].setVisible(false); inputs[18].setVisible( true); inputs[21].setVisible(false); inputs[22].setVisible(false); inputs[23].setVisible(false); inputs[24].setVisible(false); inputs[25].setVisible(false); inputs[26].setVisible(false); inputs[27].setVisible(false); var _shp = array_safe_get(shape_types, _shape, ""); if(is_struct(_shp)) _shp = _shp.data; switch(_shp) { case "Rectangle" : inputs[ 9].setVisible( true); inputs[18].setVisible(false); shader_set_i("shape", 0); break; case "Diamond" : inputs[ 9].setVisible( true); shader_set_i("shape", 10); break; case "Trapezoid" : inputs[ 9].setVisible( true); inputs[21].setVisible( true); shader_set_i("shape", 11); shader_set_2("trep", _data[21]); break; case "Parallelogram" : inputs[ 9].setVisible( true); inputs[22].setVisible( true); shader_set_i("shape", 12); shader_set_f("parall", _data[22]); break; case "Ellipse" : shader_set_i("shape", 1); break; case "Regular polygon" : inputs[4].setVisible(true); inputs[7].setVisible(true); inputs[9].setVisible(true); shader_set_i("shape", 2); shader_set_i("sides", _data[4]); shader_set_f("angle", degtorad(_data[7])); break; case "Star" : inputs[4].setVisible(true); inputs[5].setVisible(true); inputs[7].setVisible(true); inputs[9].setVisible(true); inputs[5].name = "Inner radius"; shader_set_i("shape", 3); shader_set_i("sides", _data[4]); shader_set_f("angle", degtorad(_data[7])); shader_set_f("inner", _data[5]); break; case "Arc" : inputs[5].setVisible(true); inputs[8].setVisible(true); inputs[30].setVisible(true); inputs[5].name = "Inner radius"; var ar = _data[8]; var center = degtorad(ar[0] + ar[1]) / 2; var range = abs(degtorad(ar[0] - ar[1]) / 2); shader_set_i("shape", 4); shader_set_i("endcap", _data[30]); shader_set_f("angle", center); shader_set_f("angle_range", [ sin(range), cos(range) ] ); shader_set_f("inner", _data[5] / 2); break; case "Teardrop" : inputs[ 5].setVisible(true); inputs[13].setVisible(true); inputs[ 5].name = "End radius"; inputs[13].name = "Start radius"; shader_set_i("shape", 5); shader_set_f("edRad", _data[ 5]); shader_set_f("stRad", _data[13]); break; case "Cross" : inputs[ 9].setVisible(true); inputs[13].setVisible(true); inputs[13].name = "Outer radius"; shader_set_i("shape", 6); shader_set_f("outer", _data[13]); break; case "Leaf" : inputs[ 5].setVisible(true); inputs[13].setVisible(true); inputs[ 5].name = "Inner radius"; inputs[13].name = "Outer radius"; shader_set_i("shape", 7); shader_set_f("inner", _data[ 5]); shader_set_f("outer", _data[13]); break; case "Crescent" : inputs[ 5].setVisible(true); inputs[ 7].setVisible(true); inputs[13].setVisible(true); inputs[ 5].name = "Shift"; inputs[13].name = "Inner circle"; shader_set_i("shape", 8); shader_set_f("outer", _data[ 5]); shader_set_f("angle", -degtorad(_data[7])); shader_set_f("inner", _data[13]); break; case "Donut" : inputs[13].setVisible(true); inputs[13].name = "Inner circle"; shader_set_i("shape", 9); shader_set_f("inner", _data[13]); break; case "Heart": shader_set_i("shape", 13); break; case "Disk Segment": inputs[13].setVisible(true); inputs[13].name = "Segment Size"; shader_set_i("shape", 14); shader_set_f("inner", -1 + _data[13] * 2.); break; case "Pie": inputs[ 7].setVisible(true); shader_set_i("shape", 15); shader_set_f("angle", degtorad(_data[7])); break; case "Rounded Cross": inputs[ 9].setVisible(true); shader_set_i("shape", 16); break; case "Arrow": inputs[23].setVisible(true); inputs[24].setVisible(true); shader_set_i("shape", 17); shader_set_2("arrow", _data[23]); shader_set_f("arrow_head", _data[24]); break; case "Gear": inputs[13].setVisible(true); inputs[25].setVisible(true); inputs[26].setVisible(true); inputs[27].setVisible(true); inputs[13].name = "Inner Radius"; shader_set_i("shape", 18); shader_set_f("inner", _data[13]); shader_set_i("teeth", _data[25]); shader_set_2("teethSize", _data[26]); shader_set_f("teethAngle", _data[27]); break; case "Squircle" : inputs[31].setVisible(true); shader_set_i("shape", 19); shader_set_f("squircle_factor", abs(_data[31])); break; } shader_set_f("dimension", _dim); shader_set_f("bgColor", _bgcol); shader_set_i("aa", _aa); shader_set_i("drawBG", _bg); shader_set_i("drawDF", _df); shader_set_2("dfLevel", _level); shader_set_i("tile", _tile); shader_set_f("corner", _corner); shader_set_f("w_curve", _curve); shader_set_i("w_amount", array_length(_curve)); shader_set_2("center", _center); shader_set_2("scale", _scale ); shader_set_f("shapeScale",_shpSca); shader_set_f("rotation", degtorad(_rotat)); draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], _color, _color_get_alpha(_color)); surface_reset_shader(); return _outSurf; } }