Pixel-Composer/scripts/node_stripe/node_stripe.gml
2023-10-02 13:57:44 +07:00

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function Node_Stripe(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Stripe";
shader = sh_stripe;
uniform_grad_use = shader_get_uniform(shader, "gradient_use");
uniform_grad_blend = shader_get_uniform(shader, "gradient_blend");
uniform_grad = shader_get_uniform(shader, "gradient_color");
uniform_grad_time = shader_get_uniform(shader, "gradient_time");
uniform_grad_key = shader_get_uniform(shader, "gradient_keys");
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_pos = shader_get_uniform(shader, "position");
uniform_angle = shader_get_uniform(shader, "angle");
uniform_amount = shader_get_uniform(shader, "amount");
uniform_blend = shader_get_uniform(shader, "blend");
uniform_rand = shader_get_uniform(shader, "rand");
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 )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] });
inputs[| 2] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 3] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Smoothly blend between each stripe.");
inputs[| 4] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] )
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 5] = nodeValue("Random", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 6] = nodeValue("Random color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 7] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) );
inputs[| 8] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 9] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [
["Output", true], 0,
["Pattern", false], 1, 2, 4, 5,
["Render", false], 6, 7, 8, 9, 3
];
attribute_surface_depth();
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
var pos = getInputData(4);
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
inputs[| 2].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny);
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _amo = _data[1];
var _ang = _data[2];
var _bnd = _data[3];
var _pos = _data[4];
var _rnd = _data[5];
var _clr0 = _data[8];
var _clr1 = _data[9];
var _grad_use = _data[6];
inputs[| 7].setVisible(_grad_use);
inputs[| 8].setVisible(!_grad_use);
inputs[| 9].setVisible(!_grad_use);
var _gra = _data[7];
var _g = _gra.toArray();
var _grad_color = _g[0];
var _grad_time = _g[1];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_target(_outSurf);
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_angle, degtorad(_ang));
shader_set_uniform_f(uniform_amount, _amo);
shader_set_uniform_f(uniform_blend, _bnd);
shader_set_uniform_f(uniform_rand, _rnd);
shader_set_uniform_f_array_safe(uniform_clr0, colToVec4(_clr0));
shader_set_uniform_f_array_safe(uniform_clr1, colToVec4(_clr1));
shader_set_uniform_i(uniform_grad_use, _grad_use);
shader_set_uniform_i(uniform_grad_blend, _gra.type);
shader_set_uniform_f_array_safe(uniform_grad, _grad_color);
shader_set_uniform_f_array_safe(uniform_grad_time, _grad_time);
shader_set_uniform_i(uniform_grad_key, array_length(_gra.keys));
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
return _outSurf;
}
}