enum NODE_SHAPE_TYPE { rectangle, elipse, regular, star, arc, teardrop, cross, leaf } function Node_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Shape"; shader = sh_shape; uniform_shape = shader_get_uniform(shader, "shape"); uniform_cent = shader_get_uniform(shader, "center"); uniform_scal = shader_get_uniform(shader, "scale"); uniform_side = shader_get_uniform(shader, "sides"); uniform_angle = shader_get_uniform(shader, "angle"); uniform_inner = shader_get_uniform(shader, "inner"); uniform_outer = shader_get_uniform(shader, "outer"); uniform_corner = shader_get_uniform(shader, "corner"); uniform_arange = shader_get_uniform(shader, "angle_range"); uniform_aa = shader_get_uniform(shader, "aa"); uniform_dim = shader_get_uniform(shader, "dimension"); uniform_bgCol = shader_get_uniform(shader, "bgColor"); uniform_drawDF = shader_get_uniform(shader, "drawDF"); uniform_stRad = shader_get_uniform(shader, "stRad"); uniform_edRad = shader_get_uniform(shader, "edRad"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 2] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Rectangle", "Ellipse", "Regular polygon", "Star", "Arc", "Teardrop", "Cross", "Leaf" ]); inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2, DEF_SURF_W / 2, DEF_SURF_H / 2, AREA_SHAPE.rectangle ]) .setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 0].getValue(); }); inputs[| 4] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3) .setVisible(false); inputs[| 5] = nodeValue("Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]) .setVisible(false); inputs[| 6] = nodeValue("Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 8] = nodeValue("Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 180 ]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 9] = nodeValue("Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]); inputs[| 10] = nodeValue("Shape color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 11] = nodeValue("Background color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 12] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 13] = nodeValue("Start radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]) .setVisible(false); inputs[| 14] = nodeValue("Shape path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone) .setVisible(true, true); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", false], 0, 6, ["Shape", false], 2, 14, 3, 9, 4, 13, 5, 7, 8, ["Render", true], 10, 1, 11, 12 ]; attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { var _path = inputs[| 14].getValue(); if(_path != noone && struct_has(_path, "getPointRatio")) return; inputs[| 3].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _bg = _data[1]; var _shape = _data[2]; var _posit = _data[3]; var _aa = _data[6]; var _corner = _data[9]; var _color = _data[10]; var _df = _data[12]; var _path = _data[14]; var _bgcol = _bg? colToVec4(_data[11]) : [0, 0, 0, 0]; inputs[| 3].setVisible(true); 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[| 11].setVisible(_bg); inputs[| 13].setVisible(true); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); if(_path != noone && struct_has(_path, "getPointRatio")) { 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); surface_set_target(_outSurf); if(_bg) draw_clear_alpha(0, 1); else DRAW_CLEAR var points = []; var segCount = _path.getSegmentCount(); if(segCount) { var quality = 8; var sample = quality * segCount; for( var i = 0; i < sample; i++ ) { var t = i / sample; var pos = _path.getPointRatio(t); array_push(points, pos); } var triangles = polygon_triangulate(points); 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_target(_outSurf); if(_bg) draw_clear_alpha(0, 1); else DRAW_CLEAR shader_set(shader); inputs[| 4].setVisible(false); inputs[| 5].setVisible(false); inputs[| 7].setVisible(false); inputs[| 8].setVisible(false); inputs[| 9].setVisible(false); inputs[| 13].setVisible(false); switch(_shape) { case NODE_SHAPE_TYPE.rectangle : inputs[| 9].setVisible(true); break; case NODE_SHAPE_TYPE.elipse : break; case NODE_SHAPE_TYPE.regular : inputs[| 4].setVisible(true); inputs[| 7].setVisible(true); inputs[| 9].setVisible(true); shader_set_uniform_i(uniform_side, _data[4]); shader_set_uniform_f(uniform_angle, degtorad(_data[7])); break; case NODE_SHAPE_TYPE.star : inputs[| 4].setVisible(true); inputs[| 5].setVisible(true); inputs[| 7].setVisible(true); inputs[| 9].setVisible(true); inputs[| 5].name = "Inner radius"; shader_set_uniform_i(uniform_side, _data[4]); shader_set_uniform_f(uniform_angle, degtorad(_data[7])); shader_set_uniform_f(uniform_inner, _data[5]); break; case NODE_SHAPE_TYPE.arc : inputs[| 5].setVisible(true); inputs[| 8].setVisible(true); inputs[| 5].name = "Inner radius"; var ar = _data[8]; var center = degtorad(ar[0] + ar[1]) / 2; var range = degtorad(ar[0] - ar[1]) / 2; shader_set_uniform_f(uniform_angle, center); shader_set_uniform_f_array_safe(uniform_arange, [ sin(range), cos(range) ] ); shader_set_uniform_f(uniform_inner, _data[5] / 2); break; case NODE_SHAPE_TYPE.teardrop : inputs[| 5].setVisible(true); inputs[| 13].setVisible(true); inputs[| 5].name = "End radius"; inputs[| 13].name = "Start radius"; shader_set_uniform_f(uniform_edRad, _data[5]); shader_set_uniform_f(uniform_stRad, _data[13]); break; case NODE_SHAPE_TYPE.cross : inputs[| 9].setVisible(true); inputs[| 13].setVisible(true); inputs[| 13].name = "Outer radius"; shader_set_uniform_f(uniform_outer, _data[13]); break; case NODE_SHAPE_TYPE.leaf : inputs[| 5].setVisible(true); inputs[| 13].setVisible(true); inputs[| 5].name = "Inner radius"; inputs[| 13].name = "Outer radius"; shader_set_uniform_f(uniform_inner, _data[5]); shader_set_uniform_f(uniform_outer, _data[13]); break; } shader_set_uniform_f_array_safe(uniform_dim, _dim); shader_set_uniform_i(uniform_shape, _shape); shader_set_uniform_f_array_safe(uniform_bgCol, _bgcol); shader_set_uniform_i(uniform_aa, _aa); shader_set_uniform_i(uniform_drawDF, _df); shader_set_uniform_f(uniform_corner, _corner); shader_set_uniform_f_array_safe(uniform_cent, [ _posit[0] / _dim[0], _posit[1] / _dim[1] ]); shader_set_uniform_f_array_safe(uniform_scal, [ _posit[2] / _dim[0], _posit[3] / _dim[1] ]); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, _color, 1); shader_reset(); surface_reset_target(); return _outSurf; } }