Pixel-Composer/scripts/node_stripe/node_stripe.gml
2024-08-08 11:57:51 +07:00

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function Node_Stripe(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Stripe";
inputs[0] = nodeValue_Dimension(self);
inputs[1] = nodeValue_Float("Amount", self, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] })
.setMappable(11);
inputs[2] = nodeValue_Rotation("Angle", self, 0)
.setMappable(12);
inputs[3] = nodeValue_Enum_Button("Type", self, 0, [ "Solid", "Smooth", "AA" ]);
inputs[4] = nodeValue_Vector("Position", self, [ 0, 0 ] )
.setUnitRef(function(index) { return getDimension(index); });
inputs[5] = nodeValue_Float("Random", self, 0)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(13);
inputs[6] = nodeValue_Enum_Button("Coloring", self, 0, [ "Alternate", "Palette", "Random" ]);
inputs[7] = nodeValue_Gradient("Colors", self, new gradientObject(cola(c_white)))
.setMappable(15);
inputs[8] = nodeValue_Color("Color 1", self, c_white);
inputs[9] = nodeValue_Color("Color 2", self, c_black);
inputs[10] = nodeValue_Float("Strip ratio", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(14);
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[11] = nodeValueMap("Amount map", self);
inputs[12] = nodeValueMap("Angle map", self);
inputs[13] = nodeValueMap("Random map", self);
inputs[14] = nodeValueMap("Ratio map", self);
inputs[15] = nodeValueMap("Gradient map", self);
inputs[16] = nodeValueGradientRange("Gradient map range", self, inputs[7]);
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[17] = nodeValue_Float("Progress", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[18] = nodeValue_Palette("Colors", self, [ c_black, c_white ] );
inputs[19] = nodeValueSeed(self, VALUE_TYPE.float);
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
input_display_list = [ 19,
["Output", true], 0,
["Pattern", false], 1, 11, 10, 14, 2, 12, 4, 5, 13, 17,
["Render", false], 3, 6, 7, 15, 8, 9, 18,
];
attribute_surface_depth();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
PROCESSOR_OVERLAY_CHECK
var pos = current_data[4];
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
var _hov = false;
var hv = inputs[4].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
var hv = inputs[2].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
var hv = inputs[16].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, current_data[0]); active &= !hv; _hov |= hv;
return _hov;
}
static step = function() {
var _clr = getSingleValue(6);
inputs[ 1].mappableStep();
inputs[ 2].mappableStep();
inputs[ 5].mappableStep();
inputs[ 7].mappableStep();
inputs[10].mappableStep();
inputs[ 8].setVisible(_clr == 0);
inputs[ 9].setVisible(_clr == 0);
inputs[18].setVisible(_clr == 1);
inputs[ 7].setVisible(_clr == 2);
}
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _dim = _data[0];
var _bnd = _data[3];
var _pos = _data[4];
var _clr0 = _data[8];
var _clr1 = _data[9];
var _prg = _data[17];
var _pal = _data[18];
var _seed = _data[19];
var _color = _data[6];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_stripe);
shader_set_f("seed", _seed);
shader_set_f("dimension", _dim[0], _dim[1]);
shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_i("blend", _bnd);
shader_set_f("progress", _prg);
shader_set_f_map("amount", _data[ 1], _data[11], inputs[ 1]);
shader_set_f_map("angle", _data[ 2], _data[12], inputs[ 2]);
shader_set_f_map("randomAmount", _data[ 5], _data[13], inputs[ 5]);
shader_set_f_map("ratio", _data[10], _data[14], inputs[10]);
shader_set_i("coloring", _color);
shader_set_color("color0", _clr0);
shader_set_color("color1", _clr1);
shader_set_palette(_pal);
shader_set_gradient(_data[7], _data[15], _data[16], inputs[7]);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
return _outSurf;
} #endregion
}