function Node_Path_Map(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Map Path"; newInput(0, nodeValue_PathNode("Path", self, noone)) .setVisible(true, true) .rejectArray(); newInput(1, nodeValue_Dimension(self)); newInput(2, nodeValue_Surface("Texture", self)); newInput(3, nodeValue_Int("Subdivision", self, 16)) .setValidator(VV_min(2)) .rejectArray(); newOutput(0, nodeValue_Output("Rendered", self, VALUE_TYPE.surface, noone)); input_display_list = [ 0, ["Mapping", false], 1, 2, 3, ] temp_surface = [ 0 ]; static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _path = getInputData(0); if(_path && struct_has(_path, "drawOverlay")) _path.drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); } static update = function() { var _path = getInputData(0); if(_path == noone) return; var _dim = getInputData(1); var _surf = getInputData(2); var _sub = getInputData(3); var _amo = _path.getLineCount(); if(_amo < 2) return; if(!is_surface(_surf)) { temp_surface[0] = surface_verify(temp_surface[0], _dim[0], _dim[1]); surface_set_shader(temp_surface[0], sh_coord); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]); surface_reset_shader() _surf = temp_surface[0]; } var _pnt = array_create(_amo + 1); var _isb = 1 / (_sub - 1); var _pp = new __vec2(); for( var i = 0; i < _amo; i++ ) { var _p = array_create(_sub + 1); var _ind = 0; for( var j = 0; j <= _sub; j++ ) { var _prog = clamp(j * _isb, 0., 0.999); _pp = _path.getPointRatio(_prog, i, _pp); _p[_ind++] = [ _pp.x, _pp.y ]; } _pnt[i] = _p; } var _out = outputs[0].getValue(); _out = surface_verify(_out, _dim[0], _dim[1]) surface_set_shader(_out, noone); draw_set_color(c_white); draw_primitive_begin_texture(pr_trianglelist, surface_get_texture(_surf)); for( var i = 0; i < _amo - 1; i++ ) for( var j = 0; j < _sub - 1; j++ ) { var p0 = _pnt[i + 0][j + 0]; var p1 = _pnt[i + 1][j + 0]; var p2 = _pnt[i + 0][j + 1]; var p3 = _pnt[i + 1][j + 1]; var p0u = (j + 0) / (_sub - 1), p0v = (i + 0) / (_amo - 1); var p1u = (j + 0) / (_sub - 1), p1v = (i + 1) / (_amo - 1); var p2u = (j + 1) / (_sub - 1), p2v = (i + 0) / (_amo - 1); var p3u = (j + 1) / (_sub - 1), p3v = (i + 1) / (_amo - 1); draw_vertex_texture(p0[0], p0[1], p0u, p0v); draw_vertex_texture(p1[0], p1[1], p1u, p1v); draw_vertex_texture(p2[0], p2[1], p2u, p2v); draw_vertex_texture(p1[0], p1[1], p1u, p1v); draw_vertex_texture(p2[0], p2[1], p2u, p2v); draw_vertex_texture(p3[0], p3[1], p3u, p3v); } draw_primitive_end(); surface_reset_shader(); outputs[0].setValue(_out); } }