mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
117 lines
4.2 KiB
Plaintext
117 lines
4.2 KiB
Plaintext
function Node_Gradient(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Gradient";
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shader = sh_gradient;
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uniform_grad_blend = shader_get_uniform(shader, "gradient_blend");
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uniform_grad = shader_get_uniform(shader, "gradient_color");
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uniform_grad_time = shader_get_uniform(shader, "gradient_time");
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uniform_grad_key = shader_get_uniform(shader, "gradient_keys");
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uniform_grad_loop = shader_get_uniform(shader, "gradient_loop");
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uniform_type = shader_get_uniform(shader, "type");
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uniform_center = shader_get_uniform(shader, "center");
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uniform_angle = shader_get_uniform(shader, "angle");
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uniform_radius = shader_get_uniform(shader, "radius");
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uniform_radius_shf = shader_get_uniform(shader, "shift");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue(1, "Gradient", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white)
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.setDisplay(VALUE_DISPLAY.gradient);
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inputs[| 2] = nodeValue(2, "Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Linear", "Circular", "Radial" ]);
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inputs[| 3] = nodeValue(3, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 4] = nodeValue(4, "Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5);
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inputs[| 5] = nodeValue(5, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [-2, 2, 0.01]);
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inputs[| 6] = nodeValue(6, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [def_surf_size / 2, def_surf_size / 2])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 7] = nodeValue(7, "Loop", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 8] = nodeValue(8, "Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [
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["Output", true], 0, 8,
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["Gradient", false], 1, 5, 7,
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["Shape", false], 2, 3, 4, 6
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];
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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inputs[| 6].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index) {
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var _dim = _data[0];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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var _gra = _data[1];
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var _gra_data = inputs[| 1].getExtraData();
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var _typ = _data[2];
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var _ang = _data[3];
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var _rad = _data[4];
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var _shf = _data[5];
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var _cnt = _data[6];
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var _lop = _data[7];
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var _msk = _data[8];
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var _grad_color = [];
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var _grad_time = [];
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for(var i = 0; i < ds_list_size(_gra); i++) {
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_grad_color[i * 4 + 0] = color_get_red(_gra[| i].value) / 255;
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_grad_color[i * 4 + 1] = color_get_green(_gra[| i].value) / 255;
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_grad_color[i * 4 + 2] = color_get_blue(_gra[| i].value) / 255;
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_grad_color[i * 4 + 3] = 1;
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_grad_time[i] = _gra[| i].time;
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}
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if(_typ == 0 || _typ == 2) {
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inputs[| 3].setVisible(true);
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inputs[| 4].setVisible(false);
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} else if(_typ == 1) {
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inputs[| 3].setVisible(false);
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inputs[| 4].setVisible(true);
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}
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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shader_set(shader);
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shader_set_uniform_i(uniform_grad_blend, ds_list_get(_gra_data, 0));
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shader_set_uniform_f_array(uniform_grad, _grad_color);
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shader_set_uniform_f_array(uniform_grad_time, _grad_time);
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shader_set_uniform_i(uniform_grad_key, ds_list_size(_gra));
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shader_set_uniform_i(uniform_grad_loop, _lop);
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shader_set_uniform_f_array(uniform_center, [_cnt[0] / _dim[0], _cnt[1] / _dim[1]]);
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shader_set_uniform_i(uniform_type, _typ);
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shader_set_uniform_f(uniform_angle, degtorad(_ang));
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shader_set_uniform_f(uniform_radius, _rad * sqrt(2));
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shader_set_uniform_f(uniform_radius_shf, _shf);
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BLEND_OVER
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if(is_surface(_msk))
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draw_surface_stretched_ext(_msk, 0, 0, _dim[0], _dim[1], c_white, 1);
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else
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draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], c_white, 1);
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BLEND_NORMAL
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shader_reset();
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surface_reset_target();
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return _outSurf;
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}
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doUpdate();
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} |