mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
137 lines
No EOL
4.3 KiB
Text
137 lines
No EOL
4.3 KiB
Text
function Node_Stripe(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Stripe";
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inputs[0] = nodeValue_Dimension(self);
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inputs[1] = nodeValue_Float("Amount", self, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] })
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.setMappable(11);
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inputs[2] = nodeValue_Rotation("Angle", self, 0)
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.setMappable(12);
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inputs[3] = nodeValue_Enum_Button("Type", self, 0, [ "Solid", "Smooth", "AA" ]);
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inputs[4] = nodeValue_Vector("Position", self, [ 0, 0 ] )
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[5] = nodeValue_Float("Random", self, 0)
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.setDisplay(VALUE_DISPLAY.slider)
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.setMappable(13);
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inputs[6] = nodeValue_Enum_Button("Coloring", self, 0, [ "Alternate", "Palette", "Random" ]);
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inputs[7] = nodeValue_Gradient("Colors", self, new gradientObject(cola(c_white)))
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.setMappable(15);
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inputs[8] = nodeValue_Color("Color 1", self, c_white);
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inputs[9] = nodeValue_Color("Color 2", self, c_black);
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inputs[10] = nodeValue_Float("Strip ratio", self, 0.5)
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.setDisplay(VALUE_DISPLAY.slider)
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.setMappable(14);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[11] = nodeValueMap("Amount map", self);
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inputs[12] = nodeValueMap("Angle map", self);
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inputs[13] = nodeValueMap("Random map", self);
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inputs[14] = nodeValueMap("Ratio map", self);
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inputs[15] = nodeValueMap("Gradient map", self);
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inputs[16] = nodeValueGradientRange("Gradient map range", self, inputs[7]);
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//////////////////////////////////////////////////////////////////////////////////////////////////
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inputs[17] = nodeValue_Float("Progress", self, 0.5)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[18] = nodeValue_Palette("Colors", self, [ c_black, c_white ] );
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inputs[19] = nodeValueSeed(self, VALUE_TYPE.float);
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 19,
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["Output", true], 0,
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["Pattern", false], 1, 11, 10, 14, 2, 12, 4, 5, 13, 17,
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["Render", false], 3, 6, 7, 15, 8, 9, 18,
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];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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PROCESSOR_OVERLAY_CHECK
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var pos = current_data[4];
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var px = _x + pos[0] * _s;
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var py = _y + pos[1] * _s;
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var _hov = false;
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var hv = inputs[4].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
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var hv = inputs[2].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv;
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var hv = inputs[16].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, current_data[0]); active &= !hv; _hov |= hv;
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return _hov;
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}
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static step = function() {
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var _clr = getSingleValue(6);
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inputs[ 1].mappableStep();
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inputs[ 2].mappableStep();
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inputs[ 5].mappableStep();
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inputs[ 7].mappableStep();
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inputs[10].mappableStep();
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inputs[ 8].setVisible(_clr == 0);
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inputs[ 9].setVisible(_clr == 0);
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inputs[18].setVisible(_clr == 1);
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inputs[ 7].setVisible(_clr == 2);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _dim = _data[0];
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var _bnd = _data[3];
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var _pos = _data[4];
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var _clr0 = _data[8];
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var _clr1 = _data[9];
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var _prg = _data[17];
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var _pal = _data[18];
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var _seed = _data[19];
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var _color = _data[6];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_stripe);
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shader_set_f("seed", _seed);
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shader_set_f("dimension", _dim[0], _dim[1]);
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shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_i("blend", _bnd);
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shader_set_f("progress", _prg);
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shader_set_f_map("amount", _data[ 1], _data[11], inputs[ 1]);
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shader_set_f_map("angle", _data[ 2], _data[12], inputs[ 2]);
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shader_set_f_map("randomAmount", _data[ 5], _data[13], inputs[ 5]);
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shader_set_f_map("ratio", _data[10], _data[14], inputs[10]);
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shader_set_i("coloring", _color);
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shader_set_color("color0", _clr0);
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shader_set_color("color1", _clr1);
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shader_set_palette(_pal);
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shader_set_gradient(_data[7], _data[15], _data[16], inputs[7]);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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surface_reset_shader();
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return _outSurf;
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} #endregion
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} |