mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 14:33:53 +01:00
155 lines
5.0 KiB
Plaintext
155 lines
5.0 KiB
Plaintext
function Node_create_Scatter(_x, _y) {
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var node = new Node_Scatter(_x, _y);
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ds_list_add(PANEL_GRAPH.nodes_list, node);
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return node;
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}
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function Node_Scatter(_x, _y) : Node(_x, _y) constructor {
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name = "Scatter";
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uniform_dim = shader_get_uniform(sh_blend_normal_dim, "dimension");
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uniform_pos = shader_get_uniform(sh_blend_normal_dim, "position");
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uniform_sca = shader_get_uniform(sh_blend_normal_dim, "scale");
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uniform_rot = shader_get_uniform(sh_blend_normal_dim, "rotation");
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uniform_for = shader_get_sampler_index(sh_blend_normal_dim, "fore");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue(2, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 8);
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inputs[| 3] = nodeValue(3, "Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1, 1, 1 ] )
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.setDisplay(VALUE_DISPLAY.vector_range);
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inputs[| 4] = nodeValue(4, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 5] = nodeValue(5, "Area", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, def_surf_size / 2, AREA_SHAPE.rectangle ])
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.setDisplay(VALUE_DISPLAY.area, function() { return inputs[| 1].getValue(); });
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inputs[| 6] = nodeValue(6, "Distribution", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Area", "Border" ]);
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inputs[| 7] = nodeValue(7, "Point at center", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 8] = nodeValue(8, "Uniform scaling", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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inputs[| 9] = nodeValue(9, "Scatter", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Uniform", "Random" ]);
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inputs[| 10] = nodeValue(10, "Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom(9999999));
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [ 0, 1, 10,
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["Area", false], 5, 6, 9,
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["Scatter", false], 2, 3, 8, 7, 4
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];
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temp_surf = [ PIXEL_SURFACE, PIXEL_SURFACE ];
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static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
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inputs[| 5].drawOverlay(_active, _x, _y, _s, _mx, _my);
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}
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static update = function() {
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var _inSurf = inputs[| 0].getValue(), surf;
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if(_inSurf == 0)
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return;
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var _outSurf = outputs[| 0].getValue();
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var _dim = inputs[| 1].getValue();
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var _amount = inputs[| 2].getValue();
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var _scale = inputs[| 3].getValue();
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var _rota = inputs[| 4].getValue();
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var _area = inputs[| 5].getValue();
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var _dist = inputs[| 6].getValue();
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var _scat = inputs[| 9].getValue();
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var _pint = inputs[| 7].getValue();
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var _unis = inputs[| 8].getValue();
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var seed = inputs[| 10].getValue();
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random_set_seed(seed);
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var _in_w, _in_h;
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if(is_surface(_outSurf))
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surface_size_to(_outSurf, _dim[0], _dim[1]);
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else {
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_outSurf = surface_create_valid(_dim[0], _dim[1]);
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outputs[| 0].setValue(_outSurf);
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}
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var ww = surface_get_width(_outSurf);
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var hh = surface_get_height(_outSurf);
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for(var i = 0; i < 2; i++) {
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if(!is_surface(temp_surf[i]))
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temp_surf[i] = surface_create_valid(ww, hh);
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else
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surface_size_to(temp_surf[i], ww, hh);
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surface_set_target(temp_surf[i]);
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draw_clear_alpha(0, 0);
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surface_reset_target();
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}
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BLEND_OVERRIDE
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var res_index = 0, bg = 0;
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for(var i = 0; i < _amount; i++) {
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var sp = area_get_random_point(_area, _dist, _scat, i, _amount);
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var _x = sp[0];
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var _y = sp[1];
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var _scx = random_range(_scale[0], _scale[1]);
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var _scy = random_range(_scale[2], _scale[3]);
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if(_unis) _scy = _scx;
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var _r = (_pint? point_direction(_area[0], _area[1], _x, _y) : 0) + random_range(_rota[0], _rota[1]);
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surf = _inSurf;
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if(is_array(_inSurf))
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surf = _inSurf[irandom(array_length(_inSurf) - 1)];
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var sw = surface_get_width(surf);
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var sh = surface_get_height(surf);
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if(_dist != AREA_DISTRIBUTION.area || _scat != AREA_SCATTER.uniform) {
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_x -= sw / 2;
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_y -= sh / 2;
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}
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surface_set_target(temp_surf[bg]);
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shader_set(sh_blend_normal_dim);
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shader_set_uniform_f_array(uniform_dim, [ sw / ww, sh / hh ]);
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shader_set_uniform_f_array(uniform_pos, [ _x / ww, _y / hh]);
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shader_set_uniform_f_array(uniform_sca, [ _scx, _scy ])
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shader_set_uniform_f(uniform_rot, degtorad(_r));
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texture_set_stage(uniform_for, surface_get_texture(surf));
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draw_surface_safe(temp_surf[!bg], 0, 0);
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shader_reset();
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surface_reset_target();
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res_index = bg;
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bg = !bg;
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}
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BLEND_NORMAL
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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BLEND_ADD
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draw_surface_safe(temp_surf[res_index], 0, 0);
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BLEND_NORMAL
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surface_reset_target();
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}
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} |