#region create 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", ]; function Node_create_Shape(_x, _y, _group = noone, _param = {}) { #region var query = struct_try_get(_param, "query", ""); var node = new Node_Shape(_x, _y, _group); 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; } #endregion function Node_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Shape"; onSurfaceSize = function() { return getInputData(0, DEF_SURF); }; 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); shape_types = [ "Rectangle", "Diamond", "Trapezoid", "Parallelogram", -1, "Ellipse", "Arc", "Donut", "Crescent", "Disk Segment", "Pie", -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++ ) { if(shape_types[i] == -1) shape_types_str[i] = -1; else shape_types_str[i] = new scrollItem(shape_types[i], s_node_shape_type, _ind++); } inputs[| 2] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, shape_types_str); inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_AREA_REF) .setUnitRef(onSurfaceSize, VALUE_UNIT.reference) .setDisplay(VALUE_DISPLAY.area, { onSurfaceSize, useShape : false }); 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) .setVisible(false); inputs[| 6] = nodeValue("Anti-aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 8] = nodeValue("Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 180 ]) .setDisplay(VALUE_DISPLAY.rotation_range); inputs[| 9] = nodeValue("Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] }); 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) .setVisible(false); inputs[| 14] = nodeValue("Shape path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone) .setVisible(true, true); inputs[| 15] = nodeValue("Positioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Area", "Center + Scale", "Full Image" ]) inputs[| 16] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(onSurfaceSize); inputs[| 17] = nodeValue("Half Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(onSurfaceSize); inputs[| 18] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 19] = nodeValue("Shape Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 21] = nodeValue("Angles", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 1.0 ]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 22] = nodeValue("Skew", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5 ) .setDisplay(VALUE_DISPLAY.slider); inputs[| 23] = nodeValue("Arrow Sizes", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.2, 0.3 ] ) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 24] = nodeValue("Arrow Head", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3 ); inputs[| 25] = nodeValue("Teeth Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 6 ); inputs[| 26] = nodeValue("Teeth Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.2, 0.2 ] ) .setDisplay(VALUE_DISPLAY.vector, { slideSpeed : 0.01 }); inputs[| 27] = nodeValue("Teeth Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setDisplay(VALUE_DISPLAY.rotation); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", false], 0, 6, ["Transform", false], 15, 3, 16, 17, 19, ["Shape", false], 14, 2, 9, 4, 13, 5, 7, 8, 21, 22, 23, 24, 25, 26, 27, ["Render", true], 10, 12, 20, 18, ["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) { #region PROCESSOR_OVERLAY_CHECK 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; } var _type = current_data[15]; if(_type == 0) { inputs[| 3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } else if(_type == 1) { var _pos = current_data[16]; var _px = _x + _pos[0] * _s; var _py = _y + _pos[1] * _s; inputs[| 16].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); inputs[| 17].drawOverlay(hover, active, _px, _py, _s, _mx, _my, _snx, _sny); } } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _dim = _data[0]; var _bg = _data[1]; var _shape = _data[2]; var _aa = _data[6]; var _corner = _data[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 _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 = [ _area[2] / _dim[0], _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 = [ _scal[0] / _dim[0], _scal[1] / _dim[1] ]; break; case 2 : _center = [ 0.5, 0.5 ]; _scale = [ 0.5, 0.5 ]; break; } 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); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); use_path = _path != noone && struct_has(_path, "getPointRatio"); if(use_path) { #region 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; } #endregion surface_set_shader(_outSurf, sh_shape); if(_bg) draw_clear_alpha(0, 1); else DRAW_CLEAR 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) { #region 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_f("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[| 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_i("shape", 4); 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_f("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_f("teethSize", _data[26]); shader_set_f("teethAngle", _data[27]); break; } #endregion shader_set_f("dimension", _dim); shader_set_f("bgColor", _bgcol); shader_set_i("aa", _aa); shader_set_i("drawDF", _df); shader_set_f("dfLevel", _level); shader_set_i("tile", _tile); shader_set_f("corner", _corner); shader_set_f("center", _center); shader_set_f("scale", _scale ); 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; } #endregion }