function Node_Quasicrystal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Quasicrystal"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 16) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 64, 0.1] }) .setMappable(6); inputs[| 2] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation) .setMappable(7); inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 4] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 5] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 6] = nodeValueMap("Scale map", self); inputs[| 7] = nodeValueMap("Angle map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 8] = nodeValue("Phase", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider) .setMappable(8); inputs[| 9] = nodeValueMap("Phasemap", self); inputs[| 10] = nodeValue("Angle Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 180 ]) .setDisplay(VALUE_DISPLAY.rotation_range); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, ["Pattern", false], 1, 6, 2, 7, 8, 9, 10, ["Colors", false], 4, 5, ]; attribute_surface_depth(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var pos = getInputData(3); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var a = inputs[| 3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !a; var a = inputs[| 2].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); active &= !a; } #endregion static step = function() { #region inputs[| 1].mappableStep(); inputs[| 2].mappableStep(); inputs[| 8].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _dim = _data[ 0]; var _fre = _data[ 1]; var _ang = _data[ 2]; var _pos = _data[ 3]; var _clr0 = _data[ 4]; var _clr1 = _data[ 5]; var _aran = _data[10]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_quarsicrystal); shader_set_f("dimension", _dim[0], _dim[1]); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f("rangleRange", _aran); shader_set_f_map("amount", _data[1], _data[6], inputs[| 1]); shader_set_f_map("angle", _data[2], _data[7], inputs[| 2]); shader_set_f_map("phase", _data[8], _data[9], inputs[| 8]); shader_set_color("color0", _clr0); shader_set_color("color1", _clr1); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } #endregion }