function Node_create_Scatter(_x, _y) { var node = new Node_Scatter(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Scatter(_x, _y) : Node(_x, _y) constructor { name = "Scatter"; uniform_dim = shader_get_uniform(sh_blend_normal_dim, "dimension"); uniform_pos = shader_get_uniform(sh_blend_normal_dim, "position"); uniform_sca = shader_get_uniform(sh_blend_normal_dim, "scale"); uniform_rot = shader_get_uniform(sh_blend_normal_dim, "rotation"); uniform_for = shader_get_sampler_index(sh_blend_normal_dim, "fore"); inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 8); inputs[| 3] = nodeValue(3, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1, 1 ] ) .setDisplay(VALUE_DISPLAY.vector_range); inputs[| 4] = nodeValue(4, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 5] = nodeValue(5, "Area", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, AREA_SHAPE.rectangle ]) .setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 1].getValue(); }); inputs[| 6] = nodeValue(6, "Distribution", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "Area", "Border" ]); inputs[| 7] = nodeValue(7, "Point at center", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 8] = nodeValue(8, "Uniform scaling", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 9] = nodeValue(9, "Scatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Random" ]); inputs[| 10] = nodeValue(10, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(9999999)); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ 0, 1, 10, ["Area", false], 5, 6, 9, ["Scatter", false], 2, 3, 8, 7, 4 ]; temp_surf = [ PIXEL_SURFACE, PIXEL_SURFACE ]; static drawOverlay = function(_active, _x, _y, _s, _mx, _my) { inputs[| 5].drawOverlay(_active, _x, _y, _s, _mx, _my); } static update = function() { var _inSurf = inputs[| 0].getValue(), surf; if(_inSurf == 0) return; var _outSurf = outputs[| 0].getValue(); var _dim = inputs[| 1].getValue(); var _amount = inputs[| 2].getValue(); var _scale = inputs[| 3].getValue(); var _rota = inputs[| 4].getValue(); var _area = inputs[| 5].getValue(); var _dist = inputs[| 6].getValue(); var _scat = inputs[| 9].getValue(); var _pint = inputs[| 7].getValue(); var _unis = inputs[| 8].getValue(); var seed = inputs[| 10].getValue(); random_set_seed(seed); var _in_w, _in_h; if(is_surface(_outSurf)) surface_size_to(_outSurf, _dim[0], _dim[1]); else { _outSurf = surface_create_valid(_dim[0], _dim[1]); outputs[| 0].setValue(_outSurf); } var ww = surface_get_width(_outSurf); var hh = surface_get_height(_outSurf); for(var i = 0; i < 2; i++) { if(!is_surface(temp_surf[i])) temp_surf[i] = surface_create_valid(ww, hh); else surface_size_to(temp_surf[i], ww, hh); surface_set_target(temp_surf[i]); draw_clear_alpha(0, 0); surface_reset_target(); } BLEND_OVERRIDE var res_index = 0, bg = 0; for(var i = 0; i < _amount; i++) { var sp = area_get_random_point(_area, _dist, _scat, i, _amount); var _x = sp[0]; var _y = sp[1]; var _scx = random_range(_scale[0], _scale[1]); var _scy = random_range(_scale[2], _scale[3]); if(_unis) _scy = _scx; var _r = (_pint? point_direction(_area[0], _area[1], _x, _y) : 0) + random_range(_rota[0], _rota[1]); surf = _inSurf; if(is_array(_inSurf)) surf = _inSurf[irandom(array_length(_inSurf) - 1)]; var sw = surface_get_width(surf); var sh = surface_get_height(surf); if(_dist != AREA_DISTRIBUTION.area || _scat != AREA_SCATTER.uniform) { _x -= sw / 2; _y -= sh / 2; } surface_set_target(temp_surf[bg]); shader_set(sh_blend_normal_dim); shader_set_uniform_f_array(uniform_dim, [ sw / ww, sh / hh ]); shader_set_uniform_f_array(uniform_pos, [ _x / ww, _y / hh]); shader_set_uniform_f_array(uniform_sca, [ _scx, _scy ]) shader_set_uniform_f(uniform_rot, degtorad(_r)); texture_set_stage(uniform_for, surface_get_texture(surf)); draw_surface_safe(temp_surf[!bg], 0, 0); shader_reset(); surface_reset_target(); res_index = bg; bg = !bg; } BLEND_NORMAL surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_ADD draw_surface_safe(temp_surf[res_index], 0, 0); BLEND_NORMAL surface_reset_target(); } }