Pixel-Composer/scripts/node_grid_tri/node_grid_tri.gml
2023-01-01 08:06:02 +07:00

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function Node_Grid_Tri(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Triangle Grid";
shader = sh_grid_tri;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_pos = shader_get_uniform(shader, "position");
uniform_sca = shader_get_uniform(shader, "scale");
uniform_rot = shader_get_uniform(shader, "angle");
uniform_thk = shader_get_uniform(shader, "thick");
inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue(1, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 2] = nodeValue(2, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ])
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 3] = nodeValue(3, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 4] = nodeValue(4, "Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
input_display_list = [
["Output", false], 0,
["Pattern", false], 1, 2, 3, 4
];
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _pos = _data[1];
var _sca = _data[2];
var _rot = _data[3];
var _thk = _data[4];
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
shader_set(shader);
shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]);
shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
shader_set_uniform_f(uniform_sca, _sca[0], _sca[1]);
shader_set_uniform_f(uniform_rot, degtorad(_rot));
shader_set_uniform_f(uniform_thk, _thk);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
shader_reset();
surface_reset_target();
return _outSurf;
}
}