function Node_Checker(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Checker"; inputs[0] = nodeValue_Dimension(self); inputs[1] = nodeValue_Float("Amount", self, 2) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }) .setMappable(6); inputs[2] = nodeValue_Rotation("Angle", self, 0) .setMappable(7); inputs[3] = nodeValue_Vec2("Position", self, [0, 0] ) .setUnitRef(function(index) { return getDimension(index); }); inputs[4] = nodeValue_Color("Color 1", self, c_white); inputs[5] = nodeValue_Color("Color 2", self, c_black); ////////////////////////////////////////////////////////////////////////////////// inputs[6] = nodeValueMap("Amount map", self); inputs[7] = nodeValueMap("Angle map", self); ////////////////////////////////////////////////////////////////////////////////// inputs[8] = nodeValue_Enum_Button("Type", self, 0, [ "Solid", "Smooth", "AA" ]); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, ["Pattern", false], 1, 6, 2, 7, 3, ["Render", false], 8, 4, 5, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var pos = getInputData(3); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var _hov = false; var hv = inputs[3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv; var hv = inputs[2].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= hv; return _hov; } static step = function() { #region inputs[1].mappableStep(); inputs[2].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[3]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_checkerboard); shader_set_f("dimension", surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf)); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f_map("amount", _data[1], _data[6], inputs[1]); shader_set_f_map("angle", _data[2], _data[7], inputs[2]); shader_set_color("col1", _data[4]); shader_set_color("col2", _data[5]); shader_set_i("blend", _data[8]); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } }