Pixel-Composer/scripts/node_scatter/node_scatter.gml
2022-09-21 11:09:40 +07:00

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function Node_create_Scatter(_x, _y) {
var node = new Node_Scatter(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_Scatter(_x, _y) : Node(_x, _y) constructor {
name = "Scatter";
uniform_dim = shader_get_uniform(sh_blend_normal_dim, "dimension");
uniform_pos = shader_get_uniform(sh_blend_normal_dim, "position");
uniform_sca = shader_get_uniform(sh_blend_normal_dim, "scale");
uniform_rot = shader_get_uniform(sh_blend_normal_dim, "rotation");
uniform_for = shader_get_sampler_index(sh_blend_normal_dim, "fore");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue(2, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 8);
inputs[| 3] = nodeValue(3, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1, 1 ] )
.setDisplay(VALUE_DISPLAY.vector_range);
inputs[| 4] = nodeValue(4, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0])
.setDisplay(VALUE_DISPLAY.rotation_range);
inputs[| 5] = nodeValue(5, "Area", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, AREA_SHAPE.rectangle ])
.setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 1].getValue(); });
inputs[| 6] = nodeValue(6, "Distribution", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Area", "Border" ]);
inputs[| 7] = nodeValue(7, "Point at center", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 8] = nodeValue(8, "Uniform scaling", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
inputs[| 9] = nodeValue(9, "Scatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Random" ]);
inputs[| 10] = nodeValue(10, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(9999999));
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
input_display_list = [ 0, 1, 10,
["Area", false], 5, 6, 9,
["Scatter", false], 2, 3, 8, 7, 4
];
temp_surf = [ PIXEL_SURFACE, PIXEL_SURFACE ];
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
inputs[| 5].drawOverlay(_active, _x, _y, _s, _mx, _my);
}
static update = function() {
var _inSurf = inputs[| 0].getValue(), surf;
if(_inSurf == 0)
return;
var _outSurf = outputs[| 0].getValue();
var _dim = inputs[| 1].getValue();
var _amount = inputs[| 2].getValue();
var _scale = inputs[| 3].getValue();
var _rota = inputs[| 4].getValue();
var _area = inputs[| 5].getValue();
var _dist = inputs[| 6].getValue();
var _scat = inputs[| 9].getValue();
var _pint = inputs[| 7].getValue();
var _unis = inputs[| 8].getValue();
var seed = inputs[| 10].getValue();
random_set_seed(seed);
var _in_w, _in_h;
if(is_surface(_outSurf))
surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
else {
_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
outputs[| 0].setValue(_outSurf);
}
var ww = surface_get_width(_outSurf);
var hh = surface_get_height(_outSurf);
for(var i = 0; i < 2; i++) {
if(!is_surface(temp_surf[i]))
temp_surf[i] = surface_create(ww, hh);
else
surface_size_to(temp_surf[i], ww, hh);
surface_set_target(temp_surf[i]);
draw_clear_alpha(0, 0);
surface_reset_target();
}
BLEND_OVERRIDE
var res_index = 0, bg = 0;
for(var i = 0; i < _amount; i++) {
var sp = area_get_random_point(_area, _dist, _scat, i, _amount);
var _x = sp[0];
var _y = sp[1];
var _scx = random_range(_scale[0], _scale[1]);
var _scy = random_range(_scale[2], _scale[3]);
if(_unis) _scy = _scx;
var _r = (_pint? point_direction(_area[0], _area[1], _x, _y) : 0) + random_range(_rota[0], _rota[1]);
surf = _inSurf;
if(is_array(_inSurf))
surf = _inSurf[irandom(array_length(_inSurf) - 1)];
var sw = surface_get_width(surf);
var sh = surface_get_height(surf);
if(_dist != AREA_DISTRIBUTION.area || _scat != AREA_SCATTER.uniform) {
_x -= sw / 2;
_y -= sh / 2;
}
surface_set_target(temp_surf[bg]);
shader_set(sh_blend_normal_dim);
shader_set_uniform_f_array(uniform_dim, [ sw / ww, sh / hh ]);
shader_set_uniform_f_array(uniform_pos, [ _x / ww, _y / hh]);
shader_set_uniform_f_array(uniform_sca, [ _scx, _scy ])
shader_set_uniform_f(uniform_rot, degtorad(_r));
texture_set_stage(uniform_for, surface_get_texture(surf));
draw_surface_safe(temp_surf[!bg], 0, 0);
shader_reset();
surface_reset_target();
res_index = bg;
bg = !bg;
}
BLEND_NORMAL
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
draw_surface_safe(temp_surf[res_index], 0, 0);
BLEND_NORMAL
surface_reset_target();
}
}