Pixel-Composer/scripts/node_grid_warp/node_grid_warp.gml

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function Node_Grid_Warp(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Grid Warp";
newInput(0, nodeValue_Surface("Surface in", self));
newInput(1, nodeValue_Bool("Active", self, true));
active_index = 1;
newInput(2, nodeValue_Int("Grid", self, 1, "Amount of grid subdivision. Higher number means more grid, detail."))
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 4, 1 ] })
.rejectArray();
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
function createNewInput() {
var index = array_length(inputs);
var i = index - input_fix_len;
newInput(index, nodeValue_Vec2($"Anchor {i}", self, [ 0, 0 ]))
.setUnitRef(function(index) /*=>*/ {return getDimension(index)}, VALUE_UNIT.reference);
inputs[index].overlay_draw_text = false;
return inputs[index];
}
input_display_list = [ 1, 0,
["Mesh", false], 2,
["Anchors", true],
];
setDynamicInput(1, false);
attribute_surface_depth();
attribute_interpolation();
static resetInput = function() {
input_display_list = array_clone(input_display_list_raw, 1);
array_resize(inputs, input_fix_len);
var _grid = getInputData(2);
var _st = _grid? 1 / _grid : 1;
var _ind = input_fix_len;
var _dim = getDimension(0);
for(var i = 0; i <= _grid; i++)
for(var j = 0; j <= _grid; j++) {
array_push(input_display_list, _ind++);
var _inp = createNewInput();
_inp.setValueInspector([ j * _st * _dim[0], i * _st * _dim[1] ]);
}
}
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
var mx = (_mx - _x) / _s;
var my = (_my - _y) / _s;
var _surf = getInputData(0);
var _grid = getInputData(2);
var _aamo = (_grid + 1) * (_grid + 1);
var _iamo = getInputAmount();
if(_iamo != _aamo) return;
var _hov = false;
var _an = array_create(_iamo);
for( var i = input_fix_len, n = array_length(inputs); i < n; i++ ) {
var _i = i - input_fix_len;
_an[_i] = inputs[i].getValue();
_an[_i][0] = _x + _an[_i][0] * _s;
_an[_i][1] = _y + _an[_i][1] * _s;
}
draw_set_color(COLORS._main_accent);
for( var i = 0; i < _grid; i++ )
for( var j = 0; j <= _grid; j++ ) {
var _a0 = _an[(i ) * (_grid + 1) + j];
var _a1 = _an[(i + 1) * (_grid + 1) + j];
draw_line(_a0[0], _a0[1], _a1[0], _a1[1]);
}
for( var i = 0; i <= _grid; i++ )
for( var j = 0; j < _grid; j++ ) {
var _a0 = _an[i * (_grid + 1) + (j )];
var _a1 = _an[i * (_grid + 1) + (j + 1)];
draw_line(_a0[0], _a0[1], _a1[0], _a1[1]);
}
for( var i = input_fix_len, n = array_length(inputs); i < n; i++ ) {
var hv = inputs[i].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
}
return _hov;
}
static step = function() {
}
static preGetInputs = function() {
var _grid = inputs[2].getValue();
var _aamo = (_grid + 1) * (_grid + 1);
var _iamo = getInputAmount();
if(_iamo != _aamo) resetInput();
}
static draw_vertex_rectangle = function(_x0, _y0, _x1, _y1, _x2, _y2, _x3, _y3, _u0, _v0, _u1, _v1) {
draw_vertex_texture(_x0, _y0, _u0, _v0);
draw_vertex_texture(_x1, _y1, _u1, _v0);
draw_vertex_texture(_x2, _y2, _u0, _v1);
draw_vertex_texture(_x1, _y1, _u1, _v0);
draw_vertex_texture(_x2, _y2, _u0, _v1);
draw_vertex_texture(_x3, _y3, _u1, _v1);
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _surf = _data[0];
var _grid = _data[2];
if(!is_surface(_surf)) return _outSurf;
var _dim = surface_get_dimension(_surf);
var _st = _grid? 1 / _grid : 1;
var _smp = 2;
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE
draw_set_color(c_white);
draw_set_alpha(1);
draw_primitive_begin_texture(pr_trianglelist, surface_get_texture(_surf));
for( var i = 0; i < _grid; i++ )
for( var j = 0; j < _grid; j++ ) {
var _a0 = _data[input_fix_len + (i ) * (_grid + 1) + (j )];
var _a1 = _data[input_fix_len + (i ) * (_grid + 1) + (j + 1)];
var _a2 = _data[input_fix_len + (i + 1) * (_grid + 1) + (j )];
var _a3 = _data[input_fix_len + (i + 1) * (_grid + 1) + (j + 1)];
var _u0 = _st * (j );
var _u1 = _st * (j + 1);
var _v0 = _st * (i );
var _v1 = _st * (i + 1);
draw_vertex_rectangle(_a0[0], _a0[1], _a1[0], _a1[1], _a2[0], _a2[1], _a3[0], _a3[1], _u0, _v0, _u1, _v1);
}
draw_primitive_end();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}