function Node_Random_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Random Shape"; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Int("Seed", self, seed_random(6))) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); newInput(2, nodeValue_Enum_Scroll("SSAA", self, 0, [ "None", "2x", "4x", "8x" ])); newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); input_display_list = [ ["Output", false], 0, ["Shape", false], 1, ["Render", false], 2, ] temp_surface = [ noone ]; function surfaceContentRatio(_surf) { var s = 0; var _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf); var total = _sw * _sh; var _buff = buffer_create(_sw * _sh * 4, buffer_fixed, 4); buffer_get_surface(_buff, _surf, 0); buffer_seek(_buff, buffer_seek_start, 0); repeat(total) { var b = buffer_read(_buff, buffer_u32); if(b) s++; } buffer_delete(_buff); return s / total; } function generateShape(_dim, _aa = 1) { var _sw = _dim[0] * _aa; var _sh = _dim[1] * _aa; var _shap = surface_create(_sw, _sh); surface_set_target(_shap); DRAW_CLEAR draw_set_color(c_white); var _amou = choose(1, 1, 2, 2, 3, 3, 3); repeat(_amou) { var _side = min(_dim[0], _dim[1]); var _size = irandom_range(_side * 0.25, _side * 0.75); var _shape = surface_create(_size * _aa, _size * _aa); surface_set_target(_shape); DRAW_CLEAR draw_set_color(c_white); var _x1 = _size * _aa; var _y1 = _size * _aa; var _r = irandom(4) * 2 * _aa; switch(irandom(2)) { case 0 : draw_roundrect_ext(0, 0, _x1, _y1, _r, _r, false); break; case 1 : draw_ellipse(0, 0, _x1, _y1, false); break; case 2 : draw_triangle(_x1 / 2, 0, 0, _y1, _x1, _y1, false); break; } surface_reset_target(); var _sx = irandom_range(_dim[0] / 2 - _size, _dim[0] / 2) * _aa; var _sy = irandom_range(_dim[1] / 2 - _size, _dim[1] / 2) * _aa; draw_surface_safe(_shape, _sx, _sy); surface_free(_shape); } surface_reset_target(); var _surf = surface_create(_sw, _sh); surface_set_target(_surf); DRAW_CLEAR draw_surface_ext_safe(_shap, 0, 0, 1, 1, 0, c_white, 1); draw_surface_ext_safe(_shap, _sw, 0, -1, 1, 0, c_white, 1); draw_surface_ext_safe(_shap, 0, _sh, 1, -1, 0, c_white, 1); draw_surface_ext_safe(_shap, _sw, _sh, -1, -1, 0, c_white, 1); surface_reset_target(); surface_free(_shap); return _surf; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _seed = _data[1]; var _aa = power(2, _data[2]); random_set_seed(_seed); var _adim = [ _dim[0] * _aa, _dim[1] * _aa ]; var _surf = generateShape(_dim, _aa); var _side = irandom(2); var _prog = _surf; if(random(1) < 0.5) { _prog = surface_create(_adim[0], _adim[1]); var _size = [ _dim[0] * .75, _dim[1] * 0.75 ]; var _subs = generateShape(_size, _aa); var _sx = _adim[0] / 2; var _sy = _adim[1] / 2; switch(_side) { case 0 : _sx = irandom_range(_dim[0] / 2 - _size[0], _dim[0] / 2) * _aa; break; case 1 : _sy = irandom_range(_dim[1] / 2 - _size[1], _dim[1] / 2) * _aa; break; } surface_set_target(_prog); DRAW_CLEAR if(random(1) < 0.5) { shader_set(sh_rsh_rotate); shader_set_f("dimension", _adim[0], _adim[1]); draw_surface_safe(_surf); shader_reset(); } else draw_surface_safe(_surf); BLEND_SUBTRACT draw_surface_safe(_subs, _sx, _sy); BLEND_NORMAL surface_reset_target(); surface_free(_subs); surface_free(_surf); } // if(surfaceContentRatio(_prog) < 0.2) { // surface_free(_prog); // _prog = generateShape(_adim); // } var _corn = surface_create(_dim[0], _dim[1]); temp_surface[0] = surface_verify(temp_surface[0], _adim[0], _adim[1]); var _cPassAA = temp_surface[0]; surface_set_shader(_cPassAA, sh_rsh_corner, true, BLEND.add); shader_set_f("dimension", _adim[0], _adim[1]); shader_set_i("type", choose(0, 0, 1, 1, 1)); draw_surface_safe(_prog); if(_side == 1) draw_surface_ext_safe(_prog, 0, _adim[1], 1, -1, 0, c_white, 1); if(_side == 2) draw_surface_ext_safe(_prog, _adim[0], 0, -1, 1, 0, c_white, 1); surface_reset_shader(); surface_free(_prog); surface_set_shader(_corn, sh_downsample, true, BLEND.over); shader_set_dim("dimension", _cPassAA); shader_set_f("down", _aa); draw_surface(_cPassAA, 0, 0); surface_reset_shader(); return _corn; } }