function Node_Grid(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Grid"; shader = sh_grid; uniform_pos = shader_get_uniform(shader, "position"); uniform_dim = shader_get_uniform(shader, "dimension"); uniform_sca = shader_get_uniform(shader, "scale"); uniform_wid = shader_get_uniform(shader, "width"); uniform_ang = shader_get_uniform(shader, "angle"); uniform_shf = shader_get_uniform(shader, "shift"); uniform_shx = shader_get_uniform(shader, "shiftAxis"); uniform_hgt = shader_get_uniform(shader, "height"); uniform_col1 = shader_get_uniform(shader, "col1"); uniform_col2 = shader_get_uniform(shader, "col2"); uniform_sam = shader_get_uniform(shader, "useSampler"); inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 2] = nodeValue("Tiling", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]); inputs[| 4] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 5] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 6] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 7] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 8] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-0.5, 0.5, 0.01]); inputs[| 9] = nodeValue("Shift axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, ["X", "Y"]); inputs[| 10] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 4, 2, 3, 9, 8, ["Render", false], 5, 6, 7, 10 ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pos = _data[1]; var _sca = _data[2]; var _wid = _data[3]; var _ang = _data[4]; var _sam = _data[7]; var _shf = _data[8]; var _shx = _data[9]; var _hgt = _data[10]; var _col1 = _data[5]; var _col2 = _data[6]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); surface_set_target(_outSurf); draw_clear_alpha(0, 0); shader_set(shader); shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]); shader_set_uniform_f_array_safe(uniform_sca, _sca); shader_set_uniform_f(uniform_wid, _wid); shader_set_uniform_f(uniform_ang, degtorad(_ang)); shader_set_uniform_f(uniform_sam, is_surface(_sam)); shader_set_uniform_f(uniform_shf, _shf); shader_set_uniform_i(uniform_shx, _shx); shader_set_uniform_i(uniform_hgt, _hgt); shader_set_uniform_f_array_safe(uniform_col1, colToVec4(_col1)); shader_set_uniform_f_array_safe(uniform_col2, colToVec4(_col2)); if(is_surface(_sam)) draw_surface_stretched(_sam, 0, 0, _dim[0], _dim[1]); else draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); shader_reset(); surface_reset_target(); return _outSurf; } }