function Node_Stripe(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Stripe"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF ) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] }) .setMappable(11); inputs[| 2] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.rotation) .setMappable(12); inputs[| 3] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Smoothly blend between each stripe."); inputs[| 4] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); inputs[| 5] = nodeValue("Random", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider) .setMappable(13); inputs[| 6] = nodeValue("Random color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) ) .setMappable(15); inputs[| 8] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 9] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); inputs[| 10] = nodeValue("Strip ratio", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5) .setDisplay(VALUE_DISPLAY.slider) .setMappable(14); ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 11] = nodeValueMap("Amount map", self); inputs[| 12] = nodeValueMap("Angle map", self); inputs[| 13] = nodeValueMap("Random map", self); inputs[| 14] = nodeValueMap("Ratio map", self); inputs[| 15] = nodeValueMap("Gradient map", self); inputs[| 16] = nodeValueGradientRange("Gradient map range", self, inputs[| 7]); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, ["Pattern", false], 1, 11, 10, 14, 2, 12, 4, 5, 13, ["Render", false], 3, ["Random Colors", false, 6], 7, 15, 8, 9, ]; attribute_surface_depth(); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var pos = getInputData(4); var px = _x + pos[0] * _s; var py = _y + pos[1] * _s; var a = inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !a; var a = inputs[| 2].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny); active &= !a; var a = inputs[| 16].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny, getSingleValue(0)); active &= !a; } #endregion static step = function() { #region inputs[| 1].mappableStep(); inputs[| 2].mappableStep(); inputs[| 5].mappableStep(); inputs[| 7].mappableStep(); inputs[| 10].mappableStep(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _dim = _data[0]; var _bnd = _data[3]; var _pos = _data[4]; var _clr0 = _data[8]; var _clr1 = _data[9]; var _grad_use = _data[6]; inputs[| 7].setVisible(_grad_use); inputs[| 8].setVisible(!_grad_use); inputs[| 9].setVisible(!_grad_use); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); surface_set_shader(_outSurf, sh_stripe); shader_set_f("dimension", _dim[0], _dim[1]); shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]); shader_set_f("blend", _bnd); shader_set_f_map("amount", _data[ 1], _data[11], inputs[| 1]); shader_set_f_map("angle", _data[ 2], _data[12], inputs[| 2]); shader_set_f_map("randomAmount", _data[ 5], _data[13], inputs[| 5]); shader_set_f_map("ratio", _data[10], _data[14], inputs[| 10]); shader_set_color("color0", _clr0); shader_set_color("color1", _clr1); shader_set_i("gradient_use", _grad_use); shader_set_gradient(_data[7], _data[15], _data[16], inputs[| 7]); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1); surface_reset_shader(); return _outSurf; } #endregion }