mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
63 lines
1.8 KiB
Plaintext
63 lines
1.8 KiB
Plaintext
function Node_Interpret_Number(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
|
|
name = "Interpret Number";
|
|
dimension_index = -1;
|
|
|
|
inputs[| 0] = nodeValue("Number", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [] )
|
|
.setVisible(true, true)
|
|
.setArrayDepth(1);
|
|
|
|
inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
|
.setDisplay(VALUE_DISPLAY.enum_button, [ "Greyscale", "Gradient" ]);
|
|
|
|
inputs[| 2] = nodeValue("Range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ] )
|
|
.setDisplay(VALUE_DISPLAY.range);
|
|
|
|
inputs[| 3] = nodeValue("Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) );
|
|
|
|
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
|
|
|
input_display_list = [ 0,
|
|
["Interpret", false], 1, 2, 3,
|
|
];
|
|
|
|
attribute_surface_depth();
|
|
|
|
static step = function() {
|
|
var _mode = getInputData(1);
|
|
|
|
inputs[| 3].setVisible(_mode == 1);
|
|
}
|
|
|
|
static processData = function(_outSurf, _data, _output_index, _array_index) {
|
|
static BATCH_SIZE = 1024;
|
|
|
|
var _val = _data[0];
|
|
var _mod = _data[1];
|
|
var _ran = _data[2];
|
|
var _grd = _data[3];
|
|
|
|
if(is_array(_val) && array_empty(_val)) return _outSurf;
|
|
if(!is_array(_val)) _val = [ _val ];
|
|
var _num = array_spread(_val);
|
|
var _amo = array_length(_num);
|
|
|
|
_outSurf = surface_verify(_outSurf, _amo, 1, attrDepth());
|
|
if(_amo == 0) return _outSurf;
|
|
|
|
surface_set_shader(_outSurf, sh_interpret_number);
|
|
shader_set_i("mode", _mod);
|
|
shader_set_f("range", _ran);
|
|
_grd.shader_submit();
|
|
|
|
for(var i = 0; i < _amo; i += BATCH_SIZE) {
|
|
var _arr = [];
|
|
array_copy(_arr, 0, _num, i, BATCH_SIZE);
|
|
shader_set_f("number", _arr);
|
|
|
|
draw_sprite_stretched(s_fx_pixel, 0, i, 0, BATCH_SIZE, 1);
|
|
}
|
|
surface_reset_shader();
|
|
|
|
return _outSurf;
|
|
}
|
|
} |