mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
92 lines
No EOL
2.9 KiB
Text
92 lines
No EOL
2.9 KiB
Text
function Node_Quasicrystal(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Quasicrystal";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValue_Float("Scale", self, 16))
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.setDisplay(VALUE_DISPLAY.slider, { range: [1, 64, 0.1] })
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.setMappable(6);
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newInput(2, nodeValue_Rotation("Angle", self, 0))
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.setMappable(7);
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newInput(3, nodeValue_Vec2("Position", self, [ 0, 0 ] ))
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.setUnitRef(function(index) { return getDimension(index); });
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newInput(4, nodeValue_Color("Color 1", self, cola(c_white)));
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newInput(5, nodeValue_Color("Color 2", self, cola(c_black)));
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(6, nodeValueMap("Scale map", self));
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newInput(7, nodeValueMap("Angle map", self));
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(8, nodeValue_Float("Phase", self, 0))
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.setDisplay(VALUE_DISPLAY.slider)
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.setMappable(8);
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newInput(9, nodeValueMap("Phasemap", self));
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newInput(10, nodeValue_Rotation_Range("Angle Range", self, [ 0, 180 ]));
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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input_display_list = [
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["Output", true], 0,
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["Pattern", false], 1, 6, 2, 7, 8, 9, 10,
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["Colors", false], 4, 5,
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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) { #region
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var pos = getInputData(3);
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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[3].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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return _hov;
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} #endregion
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static step = function() { #region
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inputs[1].mappableStep();
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inputs[2].mappableStep();
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inputs[8].mappableStep();
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} #endregion
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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 _fre = _data[ 1];
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var _ang = _data[ 2];
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var _pos = _data[ 3];
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var _clr0 = _data[ 4];
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var _clr1 = _data[ 5];
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var _aran = _data[10];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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surface_set_shader(_outSurf, sh_quarsicrystal);
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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_2("rangleRange", _aran);
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shader_set_f_map("amount", _data[1], _data[6], inputs[ 1]);
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shader_set_f_map("angle", _data[2], _data[7], inputs[ 2]);
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shader_set_f_map("phase", _data[8], _data[9], inputs[ 8]);
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shader_set_color("color0", _clr0);
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shader_set_color("color1", _clr1);
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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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} |