mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 15:03:51 +01:00
163 lines
4.5 KiB
Plaintext
163 lines
4.5 KiB
Plaintext
function Node_Random_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Draw Random Shape";
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newInput(0, nodeValue_Dimension(self));
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newInput(1, nodeValueSeed(self));
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newInput(2, nodeValue_Enum_Scroll("SSAA", self, 0, [ "None", "2x", "4x", "8x" ]));
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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input_display_list = [
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["Output", false], 0,
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["Shape", false], 1,
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["Render", false], 2,
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]
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temp_surface = [ noone ];
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function surfaceContentRatio(_surf) {
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var s = 0;
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var _sw = surface_get_width_safe(_surf);
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var _sh = surface_get_height_safe(_surf);
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var total = _sw * _sh;
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var _buff = buffer_create(_sw * _sh * 4, buffer_fixed, 4);
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buffer_get_surface(_buff, _surf, 0);
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buffer_seek(_buff, buffer_seek_start, 0);
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repeat(total) {
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var b = buffer_read(_buff, buffer_u32);
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if(b) s++;
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}
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buffer_delete(_buff);
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return s / total;
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}
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function generateShape(_dim, _aa = 1) {
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var _sw = _dim[0] * _aa;
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var _sh = _dim[1] * _aa;
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var _shap = surface_create(_sw, _sh);
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surface_set_target(_shap);
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DRAW_CLEAR
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draw_set_color(c_white);
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var _amou = choose(1, 1, 2, 2, 3, 3, 3);
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repeat(_amou) {
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var _side = min(_dim[0], _dim[1]);
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var _size = irandom_range(_side * 0.25, _side * 0.75);
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var _shape = surface_create(_size * _aa, _size * _aa);
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surface_set_target(_shape);
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DRAW_CLEAR
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draw_set_color(c_white);
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var _x1 = _size * _aa;
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var _y1 = _size * _aa;
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var _r = irandom(4) * 2 * _aa;
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switch(irandom(2)) {
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case 0 : draw_roundrect_ext(0, 0, _x1, _y1, _r, _r, false); break;
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case 1 : draw_ellipse(0, 0, _x1, _y1, false); break;
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case 2 : draw_triangle(_x1 / 2, 0, 0, _y1, _x1, _y1, false); break;
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}
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surface_reset_target();
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var _sx = irandom_range(_dim[0] / 2 - _size, _dim[0] / 2) * _aa;
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var _sy = irandom_range(_dim[1] / 2 - _size, _dim[1] / 2) * _aa;
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draw_surface_safe(_shape, _sx, _sy);
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surface_free(_shape);
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}
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surface_reset_target();
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var _surf = surface_create(_sw, _sh);
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surface_set_target(_surf);
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DRAW_CLEAR
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draw_surface_ext_safe(_shap, 0, 0, 1, 1, 0, c_white, 1);
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draw_surface_ext_safe(_shap, _sw, 0, -1, 1, 0, c_white, 1);
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draw_surface_ext_safe(_shap, 0, _sh, 1, -1, 0, c_white, 1);
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draw_surface_ext_safe(_shap, _sw, _sh, -1, -1, 0, c_white, 1);
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surface_reset_target();
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surface_free(_shap);
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return _surf;
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
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var _seed = _data[1];
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var _aa = power(2, _data[2]);
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random_set_seed(_seed);
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var _adim = [ _dim[0] * _aa, _dim[1] * _aa ];
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var _surf = generateShape(_dim, _aa);
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var _side = irandom(2);
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var _prog = _surf;
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if(random(1) < 0.5) {
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_prog = surface_create(_adim[0], _adim[1]);
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var _size = [ _dim[0] * .75, _dim[1] * 0.75 ];
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var _subs = generateShape(_size, _aa);
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var _sx = _adim[0] / 2;
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var _sy = _adim[1] / 2;
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switch(_side) {
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case 0 : _sx = irandom_range(_dim[0] / 2 - _size[0], _dim[0] / 2) * _aa; break;
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case 1 : _sy = irandom_range(_dim[1] / 2 - _size[1], _dim[1] / 2) * _aa; break;
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}
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surface_set_target(_prog);
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DRAW_CLEAR
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if(random(1) < 0.5) {
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shader_set(sh_rsh_rotate);
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shader_set_f("dimension", _adim[0], _adim[1]);
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draw_surface_safe(_surf);
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shader_reset();
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} else
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draw_surface_safe(_surf);
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BLEND_SUBTRACT
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draw_surface_safe(_subs, _sx, _sy);
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BLEND_NORMAL
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surface_reset_target();
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surface_free(_subs);
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surface_free(_surf);
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}
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// if(surfaceContentRatio(_prog) < 0.2) {
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// surface_free(_prog);
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// _prog = generateShape(_adim);
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// }
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var _corn = surface_create(_dim[0], _dim[1]);
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temp_surface[0] = surface_verify(temp_surface[0], _adim[0], _adim[1]);
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var _cPassAA = temp_surface[0];
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surface_set_shader(_cPassAA, sh_rsh_corner, true, BLEND.add);
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shader_set_f("dimension", _adim[0], _adim[1]);
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shader_set_i("type", choose(0, 0, 1, 1, 1));
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draw_surface_safe(_prog);
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if(_side == 1) draw_surface_ext_safe(_prog, 0, _adim[1], 1, -1, 0, c_white, 1);
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if(_side == 2) draw_surface_ext_safe(_prog, _adim[0], 0, -1, 1, 0, c_white, 1);
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surface_reset_shader();
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surface_free(_prog);
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surface_set_shader(_corn, sh_downsample, true, BLEND.over);
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shader_set_dim("dimension", _cPassAA);
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shader_set_f("down", _aa);
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draw_surface(_cPassAA, 0, 0);
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surface_reset_shader();
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return _corn;
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}
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}
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