mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
75 lines
No EOL
2.2 KiB
Text
75 lines
No EOL
2.2 KiB
Text
function Node_Cross_Section(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Draw Cross Section";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
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inputs[| 1] = nodeValue("Axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.setDisplay(VALUE_DISPLAY.enum_button, [ "X", "Y" ]);
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inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 3] = nodeValue("Anti Aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false );
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inputs[| 4] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.setDisplay(VALUE_DISPLAY.enum_button, [ "BW", "Colored" ]);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone );
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input_display_list = [
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["Surfaces", false], 0,
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["Axis", false], 1, 2,
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["Output", false], 4, 3,
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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, params) { #region
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PROCESSOR_OVERLAY_CHECK
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var _surf = getSingleValue(0);
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var _iaxs = getSingleValue(1);
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var _posi = getSingleValue(2);
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var _dim = surface_get_dimension(_surf);
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if(_iaxs == 0) {
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var _x0 = _x;
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var _y0 = _y + _posi * _dim[1] * _s;
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var _x1 = _x + _dim[0] * _s;
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var _y1 = _y0;
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} else {
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var _x0 = _x + _posi * _dim[0] * _s;
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var _y0 = _y;
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var _x1 = _x0;
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var _y1 = _y + _dim[1] * _s;
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}
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draw_set_color(COLORS._main_accent);
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draw_line(_x0, _y0, _x1, _y1);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _surf = _data[0];
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var _iaxs = _data[1];
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var _posi = _data[2];
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var _aa = _data[3];
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var _mode = _data[4];
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var _dim = surface_get_dimension(_surf);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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surface_set_shader(_outSurf, sh_cross_section);
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shader_set_f("dimension", _dim);
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shader_set_i("iAxis", _iaxs);
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shader_set_f("position", _posi);
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shader_set_i("aa", _aa);
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shader_set_i("mode", _mode);
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draw_surface(_surf, 0, 0);
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surface_reset_shader();
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return _outSurf;
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}
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} |