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https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
355 lines
11 KiB
Plaintext
355 lines
11 KiB
Plaintext
enum NODE_SHAPE_TYPE { rectangle, elipse, regular, star, arc, teardrop, cross, leaf, crescent, donut }
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#region create
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global.node_shape_keys = [ "rectangle", "ellipse", "regular polygon", "star", "arc", "teardrop", "cross", "leaf", "crescent", "donut" ];
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array_append(global.node_shape_keys, [ "square", "circle", "triangle", "pentagon", "hexagon", "ring" ]);
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function Node_create_Shape(_x, _y, _group = noone, _param = {}) { #region
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var query = struct_try_get(_param, "query", "");
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var node = new Node_Shape(_x, _y, _group);
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var ind = -1;
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switch(query) {
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case "square" : ind = 0; break;
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case "circle" : ind = 1; break;
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case "triangle" : ind = 2; node.inputs[| 4].setValue(3); break;
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case "pentagon" : ind = 2; node.inputs[| 4].setValue(5); break;
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case "hexagon" : ind = 2; node.inputs[| 4].setValue(6); break;
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case "ring" : ind = 9; break;
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default : ind = array_find(global.node_shape_keys, query);
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}
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if(ind >= 0) node.inputs[| 2].setValue(ind);
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return node;
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}
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#endregion
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function Node_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Shape";
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onSurfaceSize = function() { return getInputData(0, DEF_SURF); };
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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var _types = [ "Rectangle", "Ellipse", "Regular polygon", "Star", "Arc", "Teardrop", "Cross", "Leaf", "Crescent", "Donut" ];
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for( var i = 0, n = array_length(_types); i < n; i++ )
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_types[i] = new scrollItem(_types[i], s_node_shape_type, i);
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inputs[| 2] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, _types);
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inputs[| 3] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_AREA_REF)
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.setUnitRef(onSurfaceSize, VALUE_UNIT.reference)
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.setDisplay(VALUE_DISPLAY.area, { onSurfaceSize, useShape : false });
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inputs[| 4] = nodeValue("Sides", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 3)
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.setVisible(false);
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inputs[| 5] = nodeValue("Inner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider)
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.setVisible(false);
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inputs[| 6] = nodeValue("Anti-aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 7] = nodeValue("Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 8] = nodeValue("Angle range", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 180 ])
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.setDisplay(VALUE_DISPLAY.rotation_range);
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inputs[| 9] = nodeValue("Corner radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 0.5, 0.01] });
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inputs[| 10] = nodeValue("Shape color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 11] = nodeValue("Background color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 12] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 13] = nodeValue("Start radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider)
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.setVisible(false);
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inputs[| 14] = nodeValue("Shape path", self, JUNCTION_CONNECT.input, VALUE_TYPE.pathnode, noone)
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.setVisible(true, true);
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inputs[| 15] = nodeValue("Positioning Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Area", "Center + Scale", "Full Image" ])
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inputs[| 16] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] )
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(onSurfaceSize);
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inputs[| 17] = nodeValue("Half Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ] )
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(onSurfaceSize);
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inputs[| 18] = nodeValue("Tile", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 19] = nodeValue("Shape Rotation", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 20] = nodeValue("Level", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 1 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [
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["Output", false], 0, 6,
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["Transform", false], 15, 3, 16, 17, 19,
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["Shape", false], 14, 2, 9, 4, 13, 5, 7, 8,
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["Render", true], 10, 12, 20, 18,
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["Background", true, 1], 11,
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];
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temp_surface = [ noone ];
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attribute_surface_depth();
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
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var _path = getInputData(14);
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if(_path != noone && struct_has(_path, "getPointRatio")) return;
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var _type = getInputData(15);
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if(_type == 0) {
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inputs[| 3].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
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} else if(_type == 1) {
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var _pos = getInputData(16);
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var _px = _x + _pos[0] * _s;
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var _py = _y + _pos[1] * _s;
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inputs[| 16].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
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inputs[| 17].drawOverlay(hover, active, _px, _py, _s, _mx, _my, _snx, _sny);
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}
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _dim = _data[0];
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var _bg = _data[1];
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var _shape = _data[2];
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var _aa = _data[6];
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var _corner = _data[9];
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var _color = _data[10];
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var _df = _data[12];
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var _path = _data[14];
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var _bgC = _data[11];
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var _bgcol = _bg? colToVec4(_data[11]) : [0, 0, 0, 0];
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var _posTyp = _data[15];
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var _tile = _data[18];
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var _rotat = _data[19];
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var _level = _data[20];
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var _center = [ 0, 0 ];
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var _scale = [ 0, 0 ];
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switch(_posTyp) {
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case 0 :
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var _area = _data[3];
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_center = [ _area[0] / _dim[0], _area[1] / _dim[1] ];
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_scale = [ _area[2] / _dim[0], _area[3] / _dim[1] ];
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break;
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case 1 :
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var _posit = _data[16];
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var _scal = _data[17];
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_center = [ _posit[0] / _dim[0], _posit[1] / _dim[1] ];
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_scale = [ _scal[0] / _dim[0], _scal[1] / _dim[1] ];
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break;
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case 2 :
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_center = [ 0.5, 0.5 ];
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_scale = [ 0.5, 0.5 ];
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break;
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}
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inputs[| 3].setVisible(_posTyp == 0);
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inputs[| 16].setVisible(_posTyp == 1);
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inputs[| 17].setVisible(_posTyp == 1);
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inputs[| 4].setVisible(true);
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inputs[| 5].setVisible(true);
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inputs[| 6].setVisible(_path == noone);
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inputs[| 7].setVisible(true);
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inputs[| 8].setVisible(true);
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inputs[| 9].setVisible(true);
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inputs[| 13].setVisible(true);
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inputs[| 15].setVisible(true);
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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if(_path != noone && struct_has(_path, "getPointRatio")) { #region
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inputs[| 3].setVisible(false);
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inputs[| 4].setVisible(false);
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inputs[| 5].setVisible(false);
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inputs[| 7].setVisible(false);
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inputs[| 8].setVisible(false);
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inputs[| 9].setVisible(false);
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inputs[| 13].setVisible(false);
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inputs[| 15].setVisible(false);
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surface_set_target(_outSurf);
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if(_bg) draw_clear_alpha(0, 1);
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else DRAW_CLEAR
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var points = [];
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var segCount = _path.getSegmentCount();
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if(segCount) {
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var quality = 8;
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var sample = quality * segCount;
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for( var i = 0; i < sample; i++ ) {
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var t = i / sample;
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var pos = _path.getPointRatio(t);
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array_push(points, pos);
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}
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var triangles = polygon_triangulate(points);
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draw_set_color(_color);
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draw_primitive_begin(pr_trianglelist);
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for( var i = 0, n = array_length(triangles); i < n; i++ ) {
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var tri = triangles[i];
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var p0 = tri[0];
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var p1 = tri[1];
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var p2 = tri[2];
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draw_vertex(p0.x, p0.y);
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draw_vertex(p1.x, p1.y);
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draw_vertex(p2.x, p2.y);
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}
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draw_primitive_end();
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}
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surface_reset_target();
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return _outSurf;
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} #endregion
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surface_set_shader(_outSurf, sh_shape);
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if(_bg) draw_clear_alpha(0, 1);
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else DRAW_CLEAR
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inputs[| 4].setVisible(false);
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inputs[| 5].setVisible(false);
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inputs[| 7].setVisible(false);
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inputs[| 8].setVisible(false);
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inputs[| 9].setVisible(false);
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inputs[| 13].setVisible(false);
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inputs[| 18].setVisible( true);
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switch(_shape) { #region
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case NODE_SHAPE_TYPE.rectangle :
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inputs[| 9].setVisible( true);
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inputs[| 18].setVisible(false);
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break;
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case NODE_SHAPE_TYPE.elipse :
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break;
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case NODE_SHAPE_TYPE.regular :
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inputs[| 4].setVisible(true);
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inputs[| 7].setVisible(true);
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inputs[| 9].setVisible(true);
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shader_set_i("sides", _data[4]);
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shader_set_f("angle", degtorad(_data[7]));
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break;
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case NODE_SHAPE_TYPE.star :
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inputs[| 4].setVisible(true);
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inputs[| 5].setVisible(true);
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inputs[| 7].setVisible(true);
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inputs[| 9].setVisible(true);
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inputs[| 5].name = "Inner radius";
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shader_set_i("sides", _data[4]);
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shader_set_f("angle", degtorad(_data[7]));
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shader_set_f("inner", _data[5]);
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break;
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case NODE_SHAPE_TYPE.arc :
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inputs[| 5].setVisible(true);
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inputs[| 8].setVisible(true);
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inputs[| 5].name = "Inner radius";
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var ar = _data[8];
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var center = degtorad(ar[0] + ar[1]) / 2;
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var range = degtorad(ar[0] - ar[1]) / 2;
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shader_set_f("angle", center);
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shader_set_f("angle_range", [ sin(range), cos(range) ] );
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shader_set_f("inner", _data[5] / 2);
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break;
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case NODE_SHAPE_TYPE.teardrop :
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inputs[| 5].setVisible(true);
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inputs[| 13].setVisible(true);
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inputs[| 5].name = "End radius";
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inputs[| 13].name = "Start radius";
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shader_set_f("edRad", _data[ 5]);
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shader_set_f("stRad", _data[13]);
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break;
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case NODE_SHAPE_TYPE.cross :
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inputs[| 9].setVisible(true);
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inputs[| 13].setVisible(true);
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inputs[| 13].name = "Outer radius";
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shader_set_f("outer", _data[13]);
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break;
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case NODE_SHAPE_TYPE.leaf :
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inputs[| 5].setVisible(true);
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inputs[| 13].setVisible(true);
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inputs[| 5].name = "Inner radius";
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inputs[| 13].name = "Outer radius";
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shader_set_f("inner", _data[ 5]);
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shader_set_f("outer", _data[13]);
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break;
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case NODE_SHAPE_TYPE.crescent :
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inputs[| 5].setVisible(true);
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inputs[| 7].setVisible(true);
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inputs[| 13].setVisible(true);
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inputs[| 5].name = "Shift";
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inputs[| 13].name = "Inner circle";
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shader_set_f("outer", _data[ 5]);
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shader_set_f("angle", -degtorad(_data[7]));
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shader_set_f("inner", _data[13]);
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break;
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case NODE_SHAPE_TYPE.donut :
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inputs[| 13].setVisible(true);
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inputs[| 13].name = "Inner circle";
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shader_set_f("inner", _data[13]);
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break;
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} #endregion
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shader_set_f("dimension", _dim);
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shader_set_i("shape", _shape);
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shader_set_f("bgColor", _bgcol);
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shader_set_i("aa", _aa);
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shader_set_i("drawDF", _df);
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shader_set_f("dfLevel", _level);
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shader_set_i("tile", _tile);
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shader_set_f("corner", _corner);
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shader_set_f("center", _center);
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shader_set_f("scale", _scale );
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shader_set_f("rotation", degtorad(_rotat));
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draw_sprite_stretched_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], _color, _color_get_alpha(_color));
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surface_reset_shader();
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return _outSurf;
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} #endregion
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} |