mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 23:17:25 +01:00
154 lines
4.4 KiB
Text
154 lines
4.4 KiB
Text
function Node_Random_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Random Shape";
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom_range(100000, 999999));
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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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["Output", false], 0,
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["Shape", false], 1
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]
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function surfaceContentRatio(_surf) {
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var s = 0;
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var _sw = surface_get_width_safe(_surf);
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var _sh = surface_get_height_safe(_surf);
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var total = _sw * _sh;
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var _buff = buffer_create(_sw * _sh * 4, buffer_fixed, 4);
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buffer_get_surface(_buff, _surf, 0);
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buffer_seek(_buff, buffer_seek_start, 0);
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repeat(total) {
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var b = buffer_read(_buff, buffer_u32);
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if(b) s++;
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}
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buffer_delete(_buff);
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return s / total;
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}
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function generateShape(_dim) {
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var _shap = surface_create(_dim[0], _dim[1]);
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surface_set_target(_shap);
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DRAW_CLEAR
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draw_set_color(c_white);
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var _amou = choose(1, 1, 2, 2, 3, 3, 3);
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repeat(_amou) {
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var _side = min(_dim[0], _dim[1]);
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var _size = irandom_range(_side * 0.25, _side * 0.75);
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var _shape = surface_create(_size, _size);
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surface_set_target(_shape);
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DRAW_CLEAR
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draw_set_color(c_white);
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var _cx = _size / 2;
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var _cy = _size / 2;
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var _sx = _size / 2;
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var _sy = _size / 2;
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var _x0 = _cx - _sx;
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var _y0 = _cy - _sy;
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var _x1 = _cx + _sx;
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var _y1 = _cy + _sy;
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var _r = irandom(4) * 2;
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switch(irandom(2)) {
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case 0 : draw_roundrect_ext(_x0, _y0, _x1, _y1, _r, _r, false); break;
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case 1 : draw_ellipse(_x0, _y0, _x1, _y1, false); break;
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case 2 : draw_triangle((_x0 + _x1) / 2, _y0, _x0, _y1, _x1, _y1, false); break;
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}
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surface_reset_target();
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var _sx = irandom_range(_dim[0] / 2 - _size / 2, _dim[0] / 2 + _size / 2);
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var _sy = irandom_range(_dim[1] / 2 - _size / 2, _dim[1] / 2 + _size / 2);
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draw_surface_safe(_shape, _sx - _size / 2, _sy - _size / 2);
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surface_free(_shape);
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}
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surface_reset_target();
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var _surf = surface_create(_dim[0], _dim[1]);
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surface_set_target(_surf);
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DRAW_CLEAR
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draw_surface_ext_safe(_shap, 0, 0, 1, 1, 0, c_white, 1);
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draw_surface_ext_safe(_shap, _dim[0], 0, -1, 1, 0, c_white, 1);
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draw_surface_ext_safe(_shap, 0, _dim[1], 1, -1, 0, c_white, 1);
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draw_surface_ext_safe(_shap, _dim[0], _dim[1], -1, -1, 0, c_white, 1);
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surface_reset_target();
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surface_free(_shap);
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return _surf;
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
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var _seed = _data[1];
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random_set_seed(_seed);
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var _surf = generateShape(_dim);
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var _prog;
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var _side = irandom(2);
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if(random(1) < 0.5) {
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_prog = surface_create(_dim[0], _dim[1]);
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var _size = [ _dim[0] * .75, _dim[1] * 0.75 ];
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var _subs = generateShape(_size);
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var _sx = _dim[0] / 2;
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var _sy = _dim[1] / 2;
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switch(_side) {
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case 0 : _sx = irandom_range(_dim[0] / 2 - _size[0] / 2, _dim[0] / 2 + _size[0] / 2); break;
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case 1 : _sy = irandom_range(_dim[1] / 2 - _size[1] / 2, _dim[1] / 2 + _size[1] / 2); break;
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}
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surface_set_target(_prog);
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DRAW_CLEAR
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if(random(1) < 0.5) {
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shader_set(sh_rsh_rotate);
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shader_set_f("dimension", _dim[0], _dim[1]);
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draw_surface_safe(_surf, 0, 0);
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shader_reset();
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} else
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draw_surface_safe(_surf, 0, 0);
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BLEND_SUBTRACT
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draw_surface_safe(_subs, _sx - _size[0] / 2, _sy - _size[1] / 2);
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BLEND_NORMAL
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surface_reset_target();
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surface_free(_subs);
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surface_free(_surf);
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} else
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_prog = _surf;
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var _rat = surfaceContentRatio(_prog);
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if(_rat < 0.2) {
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surface_free(_prog);
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_prog = generateShape(_dim);
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}
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var _corn = surface_create(_dim[0], _dim[1]);
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surface_set_shader(_corn, sh_rsh_corner, true, BLEND.add);
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shader_set_f("dimension", _dim[0], _dim[1]);
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shader_set_i("type", choose(0, 0, 1, 1, 1));
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draw_surface_safe(_prog, 0, 0);
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if(_side == 1) draw_surface_ext_safe(_prog, 0, _dim[1], 1, -1, 0, c_white, 1);
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if(_side == 2) draw_surface_ext_safe(_prog, _dim[0], 0, -1, 1, 0, c_white, 1);
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surface_reset_shader();
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surface_free(_prog);
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return _corn;
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}
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}
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