Pixel-Composer/scripts/node_polar/node_polar.gml
2023-12-23 15:39:55 +07:00

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function Node_Polar(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Polar";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
inputs[| 4] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
inputs[| 5] = nodeValue("Invert", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
inputs[| 6] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(11);
__init_mask_modifier(1); // inputs 7, 8,
inputs[| 9] = nodeValue("Radius mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Linear", "Inverse Square", "Logarithm" ]);
inputs[| 10] = nodeValue("Swap", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 11] = nodeValueMap("Blend map", self);
//////////////////////////////////////////////////////////////////////////////////////////////////
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 3, 4,
["Surfaces", false], 0, 1, 2, 7, 8,
["Effect", false], 5, 6, 11, 9, 10,
]
attribute_surface_depth();
attribute_interpolation();
static step = function() { #region
__step_mask_modifier();
inputs[| 6].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
surface_set_shader(_outSurf, sh_polar);
shader_set_interpolation( _data[0]);
shader_set_i("invert", _data[5]);
shader_set_i("distMode", _data[9]);
shader_set_f_map("blend", _data[6], _data[11], inputs[| 6]);
shader_set_i("swap", _data[10]);
draw_surface_safe(_data[0], 0, 0);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
return _outSurf;
}
}