mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 22:43:53 +01:00
163 lines
4.7 KiB
Plaintext
163 lines
4.7 KiB
Plaintext
function Node_Grid_Warp(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Grid Warp";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Bool("Active", self, true));
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active_index = 1;
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newInput(2, nodeValue_Int("Grid", self, 1, "Amount of grid subdivision. Higher number means more grid, detail."))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 1 ] })
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.rejectArray();
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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function createNewInput() {
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var index = array_length(inputs);
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var i = index - input_fix_len;
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newInput(index, nodeValue_Vec2($"Anchor {i}", self, [ 0, 0 ]))
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.setUnitRef(function(index) /*=>*/ {return getDimension(index)}, VALUE_UNIT.reference);
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inputs[index].overlay_draw_text = false;
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return inputs[index];
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}
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input_display_list = [ 1, 0,
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["Mesh", false], 2,
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["Anchors", true],
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];
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setDynamicInput(1, false);
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attribute_surface_depth();
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attribute_interpolation();
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static resetInput = function() {
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input_display_list = array_clone(input_display_list_raw, 1);
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array_resize(inputs, input_fix_len);
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var _grid = getInputData(2);
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var _st = _grid? 1 / _grid : 1;
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var _ind = input_fix_len;
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var _dim = getDimension(0);
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for(var i = 0; i <= _grid; i++)
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for(var j = 0; j <= _grid; j++) {
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array_push(input_display_list, _ind++);
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var _inp = createNewInput();
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_inp.setValueInspector([ j * _st * _dim[0], i * _st * _dim[1] ]);
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}
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}
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var mx = (_mx - _x) / _s;
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var my = (_my - _y) / _s;
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var _surf = getInputData(0);
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var _grid = getInputData(2);
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var _aamo = (_grid + 1) * (_grid + 1);
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var _iamo = getInputAmount();
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if(_iamo != _aamo) return;
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var _hov = false;
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var _an = array_create(_iamo);
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for( var i = input_fix_len, n = array_length(inputs); i < n; i++ ) {
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var _i = i - input_fix_len;
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_an[_i] = inputs[i].getValue();
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_an[_i][0] = _x + _an[_i][0] * _s;
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_an[_i][1] = _y + _an[_i][1] * _s;
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}
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draw_set_color(COLORS._main_accent);
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for( var i = 0; i < _grid; i++ )
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for( var j = 0; j <= _grid; j++ ) {
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var _a0 = _an[(i ) * (_grid + 1) + j];
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var _a1 = _an[(i + 1) * (_grid + 1) + j];
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draw_line(_a0[0], _a0[1], _a1[0], _a1[1]);
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}
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for( var i = 0; i <= _grid; i++ )
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for( var j = 0; j < _grid; j++ ) {
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var _a0 = _an[i * (_grid + 1) + (j )];
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var _a1 = _an[i * (_grid + 1) + (j + 1)];
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draw_line(_a0[0], _a0[1], _a1[0], _a1[1]);
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}
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for( var i = input_fix_len, n = array_length(inputs); i < n; i++ ) {
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var hv = inputs[i].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
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}
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return _hov;
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}
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static step = function() {
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}
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static preGetInputs = function() {
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var _grid = inputs[2].getValue();
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var _aamo = (_grid + 1) * (_grid + 1);
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var _iamo = getInputAmount();
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if(_iamo != _aamo) resetInput();
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}
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static draw_vertex_rectangle = function(_x0, _y0, _x1, _y1, _x2, _y2, _x3, _y3, _u0, _v0, _u1, _v1) {
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draw_vertex_texture(_x0, _y0, _u0, _v0);
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draw_vertex_texture(_x1, _y1, _u1, _v0);
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draw_vertex_texture(_x2, _y2, _u0, _v1);
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draw_vertex_texture(_x1, _y1, _u1, _v0);
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draw_vertex_texture(_x2, _y2, _u0, _v1);
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draw_vertex_texture(_x3, _y3, _u1, _v1);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _surf = _data[0];
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var _grid = _data[2];
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if(!is_surface(_surf)) return _outSurf;
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var _dim = surface_get_dimension(_surf);
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var _st = _grid? 1 / _grid : 1;
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var _smp = 2;
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE
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draw_set_color(c_white);
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draw_set_alpha(1);
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draw_primitive_begin_texture(pr_trianglelist, surface_get_texture(_surf));
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for( var i = 0; i < _grid; i++ )
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for( var j = 0; j < _grid; j++ ) {
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var _a0 = _data[input_fix_len + (i ) * (_grid + 1) + (j )];
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var _a1 = _data[input_fix_len + (i ) * (_grid + 1) + (j + 1)];
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var _a2 = _data[input_fix_len + (i + 1) * (_grid + 1) + (j )];
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var _a3 = _data[input_fix_len + (i + 1) * (_grid + 1) + (j + 1)];
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var _u0 = _st * (j );
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var _u1 = _st * (j + 1);
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var _v0 = _st * (i );
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var _v1 = _st * (i + 1);
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draw_vertex_rectangle(_a0[0], _a0[1], _a1[0], _a1[1], _a2[0], _a2[1], _a3[0], _a3[1], _u0, _v0, _u1, _v1);
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}
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draw_primitive_end();
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BLEND_NORMAL
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surface_reset_target();
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return _outSurf;
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}
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} |