function Node_create_Grid(_x, _y) { var node = new Node_Grid(_x, _y); ds_list_add(PANEL_GRAPH.nodes_list, node); return node; } function Node_Grid(_x, _y) : Node(_x, _y) 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_col1 = shader_get_uniform(shader, "col1"); uniform_col2 = shader_get_uniform(shader, "col2"); uniform_sam = shader_get_uniform(shader, "useSampler"); inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue(3, "Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.02) .setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]); inputs[| 4] = nodeValue(4, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.rotation); inputs[| 5] = nodeValue(5, "Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 6] = nodeValue(6, "Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 7] = nodeValue(7, "Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 8] = nodeValue(8, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider, [-0.5, 0.5, 0.01]); inputs[| 9] = nodeValue(9, "Shift axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, ["X", "Y"]); input_display_list = [ ["Output", false], 0, ["Pattern", false], 1, 4, 2, 3, 9, 8, ["Render", false], 5, 6, 7, ]; outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static drawOverlay = function(active, _x, _y, _s, _mx, _my) { inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my); } static update = function() { var _dim = inputs[| 0].getValue(); var _pos = inputs[| 1].getValue(); var _sca = inputs[| 2].getValue(); var _wid = inputs[| 3].getValue(); var _ang = inputs[| 4].getValue(); var _sam = inputs[| 7].getValue(); var _shf = inputs[| 8].getValue(); var _shx = inputs[| 9].getValue(); var _col1 = inputs[| 5].getValue(); var _col2 = inputs[| 6].getValue(); var _outSurf = outputs[| 0].getValue(); if(!is_surface(_outSurf)) { _outSurf = surface_create_valid(_dim[0], _dim[1]); outputs[| 0].setValue(_outSurf); } else surface_size_to(_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(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_f_array(uniform_col1, colToVec4(_col1)); shader_set_uniform_f_array(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(); } doUpdate(); }