function Node_Gradient(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Gradient"; shader = sh_gradient; uniform_grad_blend = shader_get_uniform(shader, "gradient_blend"); uniform_grad = shader_get_uniform(shader, "gradient_color"); uniform_grad_time = shader_get_uniform(shader, "gradient_time"); uniform_grad_key = shader_get_uniform(shader, "gradient_keys"); uniform_grad_loop = shader_get_uniform(shader, "gradient_loop"); uniform_type = shader_get_uniform(shader, "type"); uniform_center = shader_get_uniform(shader, "center"); uniform_angle = shader_get_uniform(shader, "angle"); uniform_radius = shader_get_uniform(shader, "radius"); uniform_radius_shf = shader_get_uniform(shader, "shift"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ); inputs[| 2] = nodeValue("Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Linear", "Circular", "Radial" ]); inputs[| 3] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 4] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5); inputs[| 5] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-2, 2, 0.01]); inputs[| 6] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [DEF_SURF_W / 2, DEF_SURF_H / 2]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 7] = nodeValue("Loop", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 8] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 9] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 2, 0.01]); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, 8, ["Gradient", false], 1, 5, 9, 7, ["Shape", false], 2, 3, 4, 6 ]; attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 6].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); var _gra = _data[1]; //print("Draw gradient " + string(_gra)) var _typ = _data[2]; var _ang = _data[3]; var _rad = _data[4]; var _shf = _data[5]; var _cnt = _data[6]; var _lop = _data[7]; var _msk = _data[8]; var _sca = _data[9]; var _grad = _gra.toArray(); var _grad_color = _grad[0]; var _grad_time = _grad[1]; for( var i = 0, n = array_length(_grad_time); i < n; i++ ) _grad_time[i] = 0.5 + (_grad_time[i] - 0.5) * _sca; if(_typ == 0 || _typ == 2) { inputs[| 3].setVisible(true); inputs[| 4].setVisible(false); } else if(_typ == 1) { inputs[| 3].setVisible(false); inputs[| 4].setVisible(true); } surface_set_target(_outSurf); DRAW_CLEAR shader_set(shader); shader_set_uniform_i(uniform_grad_blend, _gra.type); shader_set_uniform_f_array_safe(uniform_grad, _grad_color); shader_set_uniform_f_array_safe(uniform_grad_time, _grad_time); shader_set_uniform_i(uniform_grad_key, array_length(_gra.keys)); shader_set_uniform_i(uniform_grad_loop, _lop); shader_set_uniform_f_array_safe(uniform_center, [_cnt[0] / _dim[0], _cnt[1] / _dim[1]]); shader_set_uniform_i(uniform_type, _typ); shader_set_uniform_f(uniform_angle, degtorad(_ang)); shader_set_uniform_f(uniform_radius, _rad * sqrt(2)); shader_set_uniform_f(uniform_radius_shf, _shf); BLEND_OVERRIDE; if(is_surface(_msk)) draw_surface_stretched_ext(_msk, 0, 0, _dim[0], _dim[1], c_white, 1); else draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], c_white, 1); BLEND_NORMAL; shader_reset(); surface_reset_target(); return _outSurf; } }