Pixel-Composer/scripts/node_simple_shape/node_simple_shape.gml
2022-01-13 11:24:03 +07:00

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function Node_create_Shape(_x, _y) {
var node = new Node_Shape(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
enum NODE_SHAPE_TYPE {
rectangle,
elipse,
regular,
star,
arc,
capsule
}
function Node_Shape(_x, _y) : Node_Processor(_x, _y) constructor {
name = "Shape";
shader = sh_shape;
uniform_shape = shader_get_uniform(shader, "shape");
uniform_cent = shader_get_uniform(shader, "center");
uniform_scal = shader_get_uniform(shader, "scale");
uniform_side = shader_get_uniform(shader, "sides");
uniform_angle = shader_get_uniform(shader, "angle");
uniform_inner = shader_get_uniform(shader, "inner");
uniform_corner = shader_get_uniform(shader, "corner");
uniform_arange = shader_get_uniform(shader, "angle_range");
uniform_bg = shader_get_uniform(shader, "bg");
uniform_aa = shader_get_uniform(shader, "aa");
uniform_dim = shader_get_uniform(shader, "dimension");
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Backgroud", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 2] = nodeValue(2, "Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Rectangle", "Ellipse", "Regular polygon", "Star", "Arc", "Rounded rectangle" ]);
inputs[| 3] = nodeValue(3, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, AREA_SHAPE.rectangle ])
.setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 0].getValue(); });
inputs[| 4] = nodeValue(4, "Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3)
.setVisible(false, false);
inputs[| 5] = nodeValue(5, "Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01])
.setVisible(false, false);
inputs[| 6] = nodeValue(6, "Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false)
.setVisible(false);
inputs[| 7] = nodeValue(7, "Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 8] = nodeValue(8, "Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.rotation_range);
inputs[| 9] = nodeValue(9, "Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]);
inputs[| 10] = nodeValue(10, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
input_display_list = [
["Surface", false], 0, 6,
["Shape", false], 2, 3, 9, 4, 5, 7, 8,
["Render", true], 1, 10
];
static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
inputs[| 3].drawOverlay(_active, _x, _y, _s, _mx, _my);
}
function process_data(_outSurf, _data, _output_index) {
var _dim = _data[0];
var _bg = _data[1];
var _shape = _data[2];
var _posit = _data[3];
var _aa = _data[6];
var _corner = _data[9];
var _color = _data[10]
if(!is_surface(_outSurf)) {
_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
} else
surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
surface_set_target(_outSurf);
if(_bg) draw_clear_alpha(0, 1);
else draw_clear_alpha(0, 0);
shader_set(shader);
switch(_shape) {
case NODE_SHAPE_TYPE.rectangle :
case NODE_SHAPE_TYPE.elipse :
node_input_visible(inputs[| 4], false);
node_input_visible(inputs[| 5], false);
node_input_visible(inputs[| 7], false);
node_input_visible(inputs[| 8], false);
node_input_visible(inputs[| 9], false);
break;
case NODE_SHAPE_TYPE.regular :
node_input_visible(inputs[| 4], true);
node_input_visible(inputs[| 5], false);
node_input_visible(inputs[| 7], true);
node_input_visible(inputs[| 8], false);
node_input_visible(inputs[| 9], true);
shader_set_uniform_i(uniform_side, _data[4]);
shader_set_uniform_f(uniform_angle, degtorad(_data[7]));
break;
case NODE_SHAPE_TYPE.star :
node_input_visible(inputs[| 4], true);
node_input_visible(inputs[| 5], true);
node_input_visible(inputs[| 7], true);
node_input_visible(inputs[| 8], false);
node_input_visible(inputs[| 9], true);
shader_set_uniform_i(uniform_side, _data[4]);
shader_set_uniform_f(uniform_angle, degtorad(_data[7]));
shader_set_uniform_f(uniform_inner, _data[5]);
break;
case NODE_SHAPE_TYPE.arc :
node_input_visible(inputs[| 4], false);
node_input_visible(inputs[| 5], true);
node_input_visible(inputs[| 7], false);
node_input_visible(inputs[| 8], true);
node_input_visible(inputs[| 9], true);
var ar = _data[8];
var center = degtorad(ar[0] + ar[1]) / 2;
var range = degtorad(ar[0] - ar[1]) / 2;
shader_set_uniform_f(uniform_angle, center);
shader_set_uniform_f_array(uniform_arange, [ sin(range), cos(range) ] );
shader_set_uniform_f(uniform_inner, _data[5] / 2);
break;
case NODE_SHAPE_TYPE.capsule :
node_input_visible(inputs[| 4], false);
node_input_visible(inputs[| 5], false);
node_input_visible(inputs[| 7], false);
node_input_visible(inputs[| 8], false);
node_input_visible(inputs[| 9], true);
break;
}
shader_set_uniform_f_array(uniform_dim, _dim);
shader_set_uniform_i(uniform_shape, _shape);
shader_set_uniform_i(uniform_bg, _bg);
shader_set_uniform_i(uniform_aa, _aa);
shader_set_uniform_f(uniform_corner, _corner);
shader_set_uniform_f_array(uniform_cent, [ _posit[0] / _dim[0], _posit[1] / _dim[1] ]);
shader_set_uniform_f_array(uniform_scal, [ _posit[2] / _dim[0], _posit[3] / _dim[1] ]);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, _color, 1);
shader_reset();
surface_reset_target();
}
update();
}