Pixel-Composer/scripts/node_grid/node_grid.gml
2024-07-02 17:18:32 +07:00

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function Node_Grid(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Grid";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 2, 2 ])
.setDisplay(VALUE_DISPLAY.vector)
.setMappable(13);
inputs[| 3] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.001] })
.setMappable(14);
inputs[| 4] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation)
.setMappable(15);
inputs[| 5] = nodeValue("Tile color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white) )
.setMappable(20);
inputs[| 6] = nodeValue("Gap color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
inputs[| 7] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 8] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, { range: [-0.5, 0.5, 0.01] })
.setMappable(16);
inputs[| 9] = nodeValue("Shift axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, ["X", "Y"]);
inputs[| 10] = nodeValue("Render type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, ["Colored tile", "Height map", "Texture grid", "Texture sample"]);
inputs[| 11] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 11].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
inputs[| 12] = nodeValue("Anti aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 13] = nodeValueMap("Scale map", self);
inputs[| 14] = nodeValueMap("Gap map", self);
inputs[| 15] = nodeValueMap("Angle map", self);
inputs[| 16] = nodeValueMap("Shift map", self);
inputs[| 17] = nodeValue("Truchet", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 18] = nodeValue("Truchet seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random());
inputs[| 19] = nodeValue("Flip horizontal", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 20] = nodeValueMap("Gradient map", self);
inputs[| 21] = nodeValueGradientRange("Gradient map range", self, inputs[| 5]);
inputs[| 22] = nodeValue("Flip vertical", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 23] = nodeValue("Texture angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.rotation_range);
inputs[| 24] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
.setDisplay(VALUE_DISPLAY.slider_range);
inputs[| 25] = nodeValue("Use Texture Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
input_display_list = [
["Output", false], 0,
["Pattern", false], 1, 4, 15, 2, 13, 3, 14, 9, 8, 16,
["Render", false], 10, 11, 5, 20, 6, 7, 25, 12, 24,
["Truchet", true, 17], 18, 19, 22, 23,
];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
var hov = false;
var pos = getSingleValue(1);
var hv = inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; hov |= bool(hv);
var hv = inputs[| 2].drawOverlay(hover, active, _x + pos[0] * _s, _y + pos[1] * _s, _s, _mx, _my, _snx, _sny, 1); active &= !hv; hov |= bool(hv);
var hv = inputs[| 4].drawOverlay(hover, active, _x + pos[0] * _s, _y + pos[1] * _s, _s, _mx, _my, _snx, _sny); active &= !hv; hov |= bool(hv);
var hv = inputs[| 21].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, getSingleValue(0)); active &= !hv; hov |= bool(hv);
return hov;
}
static step = function() { #region
inputs[| 2].mappableStep();
inputs[| 3].mappableStep();
inputs[| 4].mappableStep();
inputs[| 5].mappableStep();
inputs[| 8].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[ 0];
var _pos = _data[ 1];
var _sam = _data[ 7];
var _mode = _data[10];
var _col_gap = _data[6];
var _tex_mode = _mode == 2 || _mode == 3;
inputs[| 5].setVisible(_mode == 0);
inputs[| 6].setVisible(_mode != 1);
inputs[| 24].setVisible(_mode == 1);
inputs[| 7].setVisible(_tex_mode, _tex_mode);
inputs[| 25].setVisible(_tex_mode, _tex_mode);
var _tex_dim = is_surface(_sam) && _tex_mode && _data[25];
if(_tex_dim) _dim = surface_get_dimension(_sam);
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
surface_set_shader(_outSurf, sh_grid);
shader_set_f("position", _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_f("dimension", _dim[0], _dim[1]);
shader_set_f_map("scale", _data[ 2], _data[13], inputs[| 2]);
shader_set_f_map("width", _data[ 3], _data[14], inputs[| 3]);
shader_set_f_map("angle", _data[ 4], _data[15], inputs[| 4]);
shader_set_f_map("shift", _data[ 8], _data[16], inputs[| 8]);
shader_set_i("mode", _mode);
shader_set_f("seed", _data[11]);
shader_set_i("shiftAxis", _data[ 9]);
shader_set_i("aa", _data[12]);
shader_set_i("textureTruchet", _data[17]);
shader_set_f("truchetSeed", _data[18]);
shader_set_f("truchetThresX", _data[19]);
shader_set_f("truchetThresY", _data[22]);
shader_set_2("truchetAngle", _data[23]);
shader_set_2("level", _data[24]);
shader_set_color("gapCol", _col_gap);
shader_set_gradient(_data[5], _data[20], _data[21], inputs[| 5]);
if(is_surface(_sam)) draw_surface_stretched_safe(_sam, 0, 0, _dim[0], _dim[1]);
else draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
surface_reset_shader();
return _outSurf;
}
}