Pixel-Composer/scripts/node_shape/node_shape.gml

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enum NODE_SHAPE_TYPE { rectangle, elipse, regular, star, arc, teardrop, cross, leaf, crescent, donut }
#region create
global.node_shape_keys = [ "rectangle", "ellipse", "regular polygon", "star", "arc", "teardrop", "cross", "leaf", "crescent", "donut" ];
array_append(global.node_shape_keys, [ "square", "circle", "triangle", "pentagon", "hexagon", "ring" ]);
function Node_create_Shape(_x, _y, _group = noone, _param = {}) { #region
var query = struct_try_get(_param, "query", "");
var node = new Node_Shape(_x, _y, _group);
var ind = -1;
switch(query) {
case "square" : ind = 0; break;
case "circle" : ind = 1; break;
case "triangle" : ind = 2; node.inputs[| 4].setValue(3); break;
case "pentagon" : ind = 2; node.inputs[| 4].setValue(5); break;
case "hexagon" : ind = 2; node.inputs[| 4].setValue(6); break;
case "ring" : ind = 9; break;
default : ind = array_find(global.node_shape_keys, query);
}
if(ind >= 0) node.inputs[| 2].setValue(ind);
return node;
}
#endregion
function Node_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Shape";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
var _types = [ "Rectangle", "Ellipse", "Regular polygon", "Star", "Arc", "Teardrop", "Cross", "Leaf", "Crescent", "Donut" ];
for( var i = 0, n = array_length(_types); i < n; i++ )
_types[i] = new scrollItem(_types[i], s_node_shape_type, i);
inputs[| 2] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, _types);
onSurfaceSize = function() { return getInputData(0, DEF_SURF); };
inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_AREA)
.setDisplay(VALUE_DISPLAY.area, { onSurfaceSize });
inputs[| 4] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3)
.setVisible(false);
inputs[| 5] = nodeValue("Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider)
.setVisible(false);
inputs[| 6] = nodeValue("Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 7] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 8] = nodeValue("Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 180 ])
.setDisplay(VALUE_DISPLAY.rotation_range);
inputs[| 9] = nodeValue("Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.01] });
inputs[| 10] = nodeValue("Shape color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 11] = nodeValue("Background color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
inputs[| 12] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 13] = nodeValue("Start radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider)
.setVisible(false);
inputs[| 14] = nodeValue("Shape path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone)
.setVisible(true, true);
inputs[| 15] = nodeValue("Positioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Area", "Center + Scale", "Full Image" ])
inputs[| 16] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] )
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getInputData(0, DEF_SURF); });
inputs[| 17] = nodeValue("Half Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] )
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getInputData(0, DEF_SURF); });
inputs[| 18] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 19] = nodeValue("Shape Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [
["Output", false], 0, 6,
["Transform", false], 15, 3, 16, 17, 19,
["Shape", false], 14, 2, 9, 4, 13, 5, 7, 8,
["Render", true], 10, 12, 20, 18,
["Background", true, 1], 11,
];
temp_surface = [ noone ];
attribute_surface_depth();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
var _path = getInputData(14);
if(_path != noone && struct_has(_path, "getPointRatio")) return;
var _type = getInputData(15);
if(_type == 0) {
inputs[| 3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
} else if(_type == 1) {
var _pos = getInputData(16);
var _px = _x + _pos[0] * _s;
var _py = _y + _pos[1] * _s;
inputs[| 16].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
inputs[| 17].drawOverlay(hover, active, _px, _py, _s, _mx, _my, _snx, _sny);
}
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _dim = _data[0];
var _bg = _data[1];
var _shape = _data[2];
var _aa = _data[6];
var _corner = _data[9];
var _color = _data[10];
var _df = _data[12];
var _path = _data[14];
var _bgC = _data[11];
var _bgcol = _bg? colToVec4(_data[11]) : [0, 0, 0, 0];
var _posTyp = _data[15];
var _tile = _data[18];
var _rotat = _data[19];
var _level = _data[20];
var _center = [ 0, 0 ];
var _scale = [ 0, 0 ];
switch(_posTyp) {
case 0 :
var _area = _data[3];
_center = [ _area[0] / _dim[0], _area[1] / _dim[1] ];
_scale = [ _area[2] / _dim[0], _area[3] / _dim[1] ];
break;
case 1 :
var _posit = _data[16];
var _scal = _data[17];
_center = [ _posit[0] / _dim[0], _posit[1] / _dim[1] ];
_scale = [ _scal[0] / _dim[0], _scal[1] / _dim[1] ];
break;
case 2 :
_center = [ 0.5, 0.5 ];
_scale = [ 0.5, 0.5 ];
break;
}
inputs[| 3].setVisible(_posTyp == 0);
inputs[| 16].setVisible(_posTyp == 1);
inputs[| 17].setVisible(_posTyp == 1);
inputs[| 4].setVisible(true);
inputs[| 5].setVisible(true);
inputs[| 6].setVisible(_path == noone);
inputs[| 7].setVisible(true);
inputs[| 8].setVisible(true);
inputs[| 9].setVisible(true);
inputs[| 11].setVisible(_bg);
inputs[| 13].setVisible(true);
inputs[| 15].setVisible(true);
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
if(_path != noone && struct_has(_path, "getPointRatio")) { #region
inputs[| 3].setVisible(false);
inputs[| 4].setVisible(false);
inputs[| 5].setVisible(false);
inputs[| 7].setVisible(false);
inputs[| 8].setVisible(false);
inputs[| 9].setVisible(false);
inputs[| 13].setVisible(false);
inputs[| 15].setVisible(false);
surface_set_target(_outSurf);
if(_bg) draw_clear_alpha(0, 1);
else DRAW_CLEAR
var points = [];
var segCount = _path.getSegmentCount();
if(segCount) {
var quality = 8;
var sample = quality * segCount;
for( var i = 0; i < sample; i++ ) {
var t = i / sample;
var pos = _path.getPointRatio(t);
array_push(points, pos);
}
var triangles = polygon_triangulate(points);
draw_set_color(_color);
draw_primitive_begin(pr_trianglelist);
for( var i = 0, n = array_length(triangles); i < n; i++ ) {
var tri = triangles[i];
var p0 = tri[0];
var p1 = tri[1];
var p2 = tri[2];
draw_vertex(p0.x, p0.y);
draw_vertex(p1.x, p1.y);
draw_vertex(p2.x, p2.y);
}
draw_primitive_end();
}
surface_reset_target();
return _outSurf;
} #endregion
surface_set_shader(_outSurf, sh_shape);
if(_bg) draw_clear_alpha(0, 1);
else DRAW_CLEAR
inputs[| 4].setVisible(false);
inputs[| 5].setVisible(false);
inputs[| 7].setVisible(false);
inputs[| 8].setVisible(false);
inputs[| 9].setVisible(false);
inputs[| 13].setVisible(false);
inputs[| 18].setVisible( true);
switch(_shape) { #region
case NODE_SHAPE_TYPE.rectangle :
inputs[| 9].setVisible( true);
inputs[| 18].setVisible(false);
break;
case NODE_SHAPE_TYPE.elipse :
break;
case NODE_SHAPE_TYPE.regular :
inputs[| 4].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 9].setVisible(true);
shader_set_i("sides", _data[4]);
shader_set_f("angle", degtorad(_data[7]));
break;
case NODE_SHAPE_TYPE.star :
inputs[| 4].setVisible(true);
inputs[| 5].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 9].setVisible(true);
inputs[| 5].name = "Inner radius";
shader_set_i("sides", _data[4]);
shader_set_f("angle", degtorad(_data[7]));
shader_set_f("inner", _data[5]);
break;
case NODE_SHAPE_TYPE.arc :
inputs[| 5].setVisible(true);
inputs[| 8].setVisible(true);
inputs[| 5].name = "Inner radius";
var ar = _data[8];
var center = degtorad(ar[0] + ar[1]) / 2;
var range = degtorad(ar[0] - ar[1]) / 2;
shader_set_f("angle", center);
shader_set_f("angle_range", [ sin(range), cos(range) ] );
shader_set_f("inner", _data[5] / 2);
break;
case NODE_SHAPE_TYPE.teardrop :
inputs[| 5].setVisible(true);
inputs[| 13].setVisible(true);
inputs[| 5].name = "End radius";
inputs[| 13].name = "Start radius";
shader_set_f("edRad", _data[ 5]);
shader_set_f("stRad", _data[13]);
break;
case NODE_SHAPE_TYPE.cross :
inputs[| 9].setVisible(true);
inputs[| 13].setVisible(true);
inputs[| 13].name = "Outer radius";
shader_set_f("outer", _data[13]);
break;
case NODE_SHAPE_TYPE.leaf :
inputs[| 5].setVisible(true);
inputs[| 13].setVisible(true);
inputs[| 5].name = "Inner radius";
inputs[| 13].name = "Outer radius";
shader_set_f("inner", _data[ 5]);
shader_set_f("outer", _data[13]);
break;
case NODE_SHAPE_TYPE.crescent :
inputs[| 5].setVisible(true);
inputs[| 7].setVisible(true);
inputs[| 13].setVisible(true);
inputs[| 5].name = "Shift";
inputs[| 13].name = "Inner circle";
shader_set_f("outer", _data[ 5]);
shader_set_f("angle", -degtorad(_data[7]));
shader_set_f("inner", _data[13]);
break;
case NODE_SHAPE_TYPE.donut :
inputs[| 13].setVisible(true);
inputs[| 13].name = "Inner circle";
shader_set_f("inner", _data[13]);
break;
} #endregion
shader_set_f("dimension", _dim);
shader_set_i("shape", _shape);
shader_set_f("bgColor", _bgcol);
shader_set_i("aa", _aa);
shader_set_i("drawDF", _df);
shader_set_f("dfLevel", _level);
shader_set_i("tile", _tile);
shader_set_f("corner", _corner);
shader_set_f("center", _center);
shader_set_f("scale", _scale );
shader_set_f("rotation", degtorad(_rotat));
draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], _color, _color_get_alpha(_color));
surface_reset_shader();
return _outSurf;
} #endregion
}