function Node_Random_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Draw Random Shape"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random(6)) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", false], 0, ["Shape", false], 1 ] function surfaceContentRatio(_surf) { var s = 0; var _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf); var total = _sw * _sh; var _buff = buffer_create(_sw * _sh * 4, buffer_fixed, 4); buffer_get_surface(_buff, _surf, 0); buffer_seek(_buff, buffer_seek_start, 0); repeat(total) { var b = buffer_read(_buff, buffer_u32); if(b) s++; } buffer_delete(_buff); return s / total; } function generateShape(_dim) { var _shap = surface_create(_dim[0], _dim[1]); surface_set_target(_shap); DRAW_CLEAR draw_set_color(c_white); var _amou = choose(1, 1, 2, 2, 3, 3, 3); repeat(_amou) { var _side = min(_dim[0], _dim[1]); var _size = irandom_range(_side * 0.25, _side * 0.75); var _shape = surface_create(_size, _size); surface_set_target(_shape); DRAW_CLEAR draw_set_color(c_white); var _cx = _size / 2; var _cy = _size / 2; var _sx = _size / 2; var _sy = _size / 2; var _x0 = _cx - _sx; var _y0 = _cy - _sy; var _x1 = _cx + _sx; var _y1 = _cy + _sy; var _r = irandom(4) * 2; switch(irandom(2)) { case 0 : draw_roundrect_ext(_x0, _y0, _x1, _y1, _r, _r, false); break; case 1 : draw_ellipse(_x0, _y0, _x1, _y1, false); break; case 2 : draw_triangle((_x0 + _x1) / 2, _y0, _x0, _y1, _x1, _y1, false); break; } surface_reset_target(); var _sx = irandom_range(_dim[0] / 2 - _size / 2, _dim[0] / 2 + _size / 2); var _sy = irandom_range(_dim[1] / 2 - _size / 2, _dim[1] / 2 + _size / 2); draw_surface_safe(_shape, _sx - _size / 2, _sy - _size / 2); surface_free(_shape); } surface_reset_target(); var _surf = surface_create(_dim[0], _dim[1]); surface_set_target(_surf); DRAW_CLEAR draw_surface_ext_safe(_shap, 0, 0, 1, 1, 0, c_white, 1); draw_surface_ext_safe(_shap, _dim[0], 0, -1, 1, 0, c_white, 1); draw_surface_ext_safe(_shap, 0, _dim[1], 1, -1, 0, c_white, 1); draw_surface_ext_safe(_shap, _dim[0], _dim[1], -1, -1, 0, c_white, 1); surface_reset_target(); surface_free(_shap); return _surf; } static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _seed = _data[1]; random_set_seed(_seed); var _surf = generateShape(_dim); var _prog; var _side = irandom(2); if(random(1) < 0.5) { _prog = surface_create(_dim[0], _dim[1]); var _size = [ _dim[0] * .75, _dim[1] * 0.75 ]; var _subs = generateShape(_size); var _sx = _dim[0] / 2; var _sy = _dim[1] / 2; switch(_side) { case 0 : _sx = irandom_range(_dim[0] / 2 - _size[0] / 2, _dim[0] / 2 + _size[0] / 2); break; case 1 : _sy = irandom_range(_dim[1] / 2 - _size[1] / 2, _dim[1] / 2 + _size[1] / 2); break; } surface_set_target(_prog); DRAW_CLEAR if(random(1) < 0.5) { shader_set(sh_rsh_rotate); shader_set_f("dimension", _dim[0], _dim[1]); draw_surface_safe(_surf); shader_reset(); } else draw_surface_safe(_surf); BLEND_SUBTRACT draw_surface_safe(_subs, _sx - _size[0] / 2, _sy - _size[1] / 2); BLEND_NORMAL surface_reset_target(); surface_free(_subs); surface_free(_surf); } else _prog = _surf; var _rat = surfaceContentRatio(_prog); if(_rat < 0.2) { surface_free(_prog); _prog = generateShape(_dim); } var _corn = surface_create(_dim[0], _dim[1]); surface_set_shader(_corn, sh_rsh_corner, true, BLEND.add); shader_set_f("dimension", _dim[0], _dim[1]); shader_set_i("type", choose(0, 0, 1, 1, 1)); draw_surface_safe(_prog); if(_side == 1) draw_surface_ext_safe(_prog, 0, _dim[1], 1, -1, 0, c_white, 1); if(_side == 2) draw_surface_ext_safe(_prog, _dim[0], 0, -1, 1, 0, c_white, 1); surface_reset_shader(); surface_free(_prog); return _corn; } }