Pixel-Composer/scripts/node_checker/node_checker.gml

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function Node_Checker(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Checker";
inputs[| 0] = nodeValue_Dimension(self);
inputs[| 1] = nodeValue_Float("Amount", self, 2)
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 16, 0.1] })
.setMappable(6);
inputs[| 2] = nodeValue_Rotation("Angle", self, 0)
.setMappable(7);
inputs[| 3] = nodeValue_Vector("Position", self, [0, 0] )
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 4] = nodeValue_Color("Color 1", self, c_white);
inputs[| 5] = nodeValue_Color("Color 2", self, c_black);
//////////////////////////////////////////////////////////////////////////////////
inputs[| 6] = nodeValueMap("Amount map", self);
inputs[| 7] = nodeValueMap("Angle map", self);
//////////////////////////////////////////////////////////////////////////////////
inputs[| 8] = nodeValue_Enum_Button("Type", self, 0, [ "Solid", "Smooth", "AA" ]);
outputs[| 0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
input_display_list = [
["Output", true], 0,
["Pattern", false], 1, 6, 2, 7, 3,
["Render", false], 8, 4, 5,
];
attribute_surface_depth();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
var pos = getInputData(3);
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
var _hov = false;
var hv = inputs[| 3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
var hv = inputs[| 2].drawOverlay(hover, active, px, py, _s, _mx, _my, _snx, _sny); _hov |= hv;
return _hov;
}
static step = function() { #region
inputs[| 1].mappableStep();
inputs[| 2].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[3];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_checkerboard);
shader_set_f("dimension", surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf));
shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_f_map("amount", _data[1], _data[6], inputs[| 1]);
shader_set_f_map("angle", _data[2], _data[7], inputs[| 2]);
shader_set_color("col1", _data[4]);
shader_set_color("col2", _data[5]);
shader_set_i("blend", _data[8]);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
return _outSurf;
}
}