Pixel-Composer/scripts/node_grid_tri/node_grid_tri.gml
2023-02-14 11:32:32 +07:00

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function Node_Grid_Tri(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Triangle Grid";
shader = sh_grid_tri;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_rot = shader_get_uniform(shader, "angle");
uniform_thk = shader_get_uniform(shader, "thick");
uniform_clr0 = shader_get_uniform(shader, "color0");
uniform_clr1 = shader_get_uniform(shader, "color1");
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 4] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 5] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 6] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
input_display_list = [
["Output", false], 0,
["Pattern", false], 1, 2, 3, 4,
["Render", false], 5, 6,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _rot = _data[3];
var _thk = _data[4];
var _clr0 = _data[5];
var _clr1 = _data[6];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
shader_set(shader);
shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_uniform_f(uniform_sca, _sca[0], _sca[1]);
shader_set_uniform_f(uniform_rot, degtorad(_rot));
shader_set_uniform_f(uniform_thk, _thk);
shader_set_uniform_f_array_safe(uniform_clr0, colToVec4(_clr0));
shader_set_uniform_f_array_safe(uniform_clr1, colToVec4(_clr1));
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
return _outSurf;
}
}