Pixel-Composer/scripts/node_cross_section/node_cross_section.gml

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function Node_Cross_Section(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Draw Cross Section";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 1] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
.setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y" ]);
inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 3] = nodeValue("Anti Aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
inputs[| 4] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
.setDisplay(VALUE_DISPLAY.enum_button, [ "BW", "Colored" ]);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone );
input_display_list = [
["Surfaces", false], 0,
["Axis", false], 1, 2,
["Output", false], 4, 3,
];
attribute_surface_depth();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, params) { #region
PROCESSOR_OVERLAY_CHECK
var _surf = getSingleValue(0);
var _iaxs = getSingleValue(1);
var _posi = getSingleValue(2);
var _dim = surface_get_dimension(_surf);
if(_iaxs == 0) {
var _x0 = _x;
var _y0 = _y + _posi * _dim[1] * _s;
var _x1 = _x + _dim[0] * _s;
var _y1 = _y0;
} else {
var _x0 = _x + _posi * _dim[0] * _s;
var _y0 = _y;
var _x1 = _x0;
var _y1 = _y + _dim[1] * _s;
}
draw_set_color(COLORS._main_accent);
draw_line(_x0, _y0, _x1, _y1);
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _surf = _data[0];
var _iaxs = _data[1];
var _posi = _data[2];
var _aa = _data[3];
var _mode = _data[4];
var _dim = surface_get_dimension(_surf);
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
surface_set_shader(_outSurf, sh_cross_section);
shader_set_f("dimension", _dim);
shader_set_i("iAxis", _iaxs);
shader_set_f("position", _posi);
shader_set_i("aa", _aa);
shader_set_i("mode", _mode);
draw_surface_safe(_surf);
surface_reset_shader();
return _outSurf;
}
}