Pixel-Composer/scripts/node_random_shape/node_random_shape.gml

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function Node_Random_Shape(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Draw Random Shape";
newInput(0, nodeValue_Dimension(self));
newInput(1, nodeValue_Int("Seed", self, seed_random(6)))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[1].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
newInput(2, nodeValue_Enum_Scroll("SSAA", self, 0, [ "None", "2x", "4x", "8x" ]));
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
input_display_list = [
["Output", false], 0,
["Shape", false], 1,
["Render", false], 2,
]
temp_surface = [ noone ];
function surfaceContentRatio(_surf) {
var s = 0;
var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf);
var total = _sw * _sh;
var _buff = buffer_create(_sw * _sh * 4, buffer_fixed, 4);
buffer_get_surface(_buff, _surf, 0);
buffer_seek(_buff, buffer_seek_start, 0);
repeat(total) {
var b = buffer_read(_buff, buffer_u32);
if(b) s++;
}
buffer_delete(_buff);
return s / total;
}
function generateShape(_dim, _aa = 1) {
var _sw = _dim[0] * _aa;
var _sh = _dim[1] * _aa;
var _shap = surface_create(_sw, _sh);
surface_set_target(_shap);
DRAW_CLEAR
draw_set_color(c_white);
var _amou = choose(1, 1, 2, 2, 3, 3, 3);
repeat(_amou) {
var _side = min(_dim[0], _dim[1]);
var _size = irandom_range(_side * 0.25, _side * 0.75);
var _shape = surface_create(_size * _aa, _size * _aa);
surface_set_target(_shape);
DRAW_CLEAR
draw_set_color(c_white);
var _x1 = _size * _aa;
var _y1 = _size * _aa;
var _r = irandom(4) * 2 * _aa;
switch(irandom(2)) {
case 0 : draw_roundrect_ext(0, 0, _x1, _y1, _r, _r, false); break;
case 1 : draw_ellipse(0, 0, _x1, _y1, false); break;
case 2 : draw_triangle(_x1 / 2, 0, 0, _y1, _x1, _y1, false); break;
}
surface_reset_target();
var _sx = irandom_range(_dim[0] / 2 - _size, _dim[0] / 2) * _aa;
var _sy = irandom_range(_dim[1] / 2 - _size, _dim[1] / 2) * _aa;
draw_surface_safe(_shape, _sx, _sy);
surface_free(_shape);
}
surface_reset_target();
var _surf = surface_create(_sw, _sh);
surface_set_target(_surf);
DRAW_CLEAR
draw_surface_ext_safe(_shap, 0, 0, 1, 1, 0, c_white, 1);
draw_surface_ext_safe(_shap, _sw, 0, -1, 1, 0, c_white, 1);
draw_surface_ext_safe(_shap, 0, _sh, 1, -1, 0, c_white, 1);
draw_surface_ext_safe(_shap, _sw, _sh, -1, -1, 0, c_white, 1);
surface_reset_target();
surface_free(_shap);
return _surf;
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _dim = _data[0];
var _seed = _data[1];
var _aa = power(2, _data[2]);
random_set_seed(_seed);
var _adim = [ _dim[0] * _aa, _dim[1] * _aa ];
var _surf = generateShape(_dim, _aa);
var _side = irandom(2);
var _prog = _surf;
if(random(1) < 0.5) {
_prog = surface_create(_adim[0], _adim[1]);
var _size = [ _dim[0] * .75, _dim[1] * 0.75 ];
var _subs = generateShape(_size, _aa);
var _sx = _adim[0] / 2;
var _sy = _adim[1] / 2;
switch(_side) {
case 0 : _sx = irandom_range(_dim[0] / 2 - _size[0], _dim[0] / 2) * _aa; break;
case 1 : _sy = irandom_range(_dim[1] / 2 - _size[1], _dim[1] / 2) * _aa; break;
}
surface_set_target(_prog);
DRAW_CLEAR
if(random(1) < 0.5) {
shader_set(sh_rsh_rotate);
shader_set_f("dimension", _adim[0], _adim[1]);
draw_surface_safe(_surf);
shader_reset();
} else
draw_surface_safe(_surf);
BLEND_SUBTRACT
draw_surface_safe(_subs, _sx, _sy);
BLEND_NORMAL
surface_reset_target();
surface_free(_subs);
surface_free(_surf);
}
// if(surfaceContentRatio(_prog) < 0.2) {
// surface_free(_prog);
// _prog = generateShape(_adim);
// }
var _corn = surface_create(_dim[0], _dim[1]);
temp_surface[0] = surface_verify(temp_surface[0], _adim[0], _adim[1]);
var _cPassAA = temp_surface[0];
surface_set_shader(_cPassAA, sh_rsh_corner, true, BLEND.add);
shader_set_f("dimension", _adim[0], _adim[1]);
shader_set_i("type", choose(0, 0, 1, 1, 1));
draw_surface_safe(_prog);
if(_side == 1) draw_surface_ext_safe(_prog, 0, _adim[1], 1, -1, 0, c_white, 1);
if(_side == 2) draw_surface_ext_safe(_prog, _adim[0], 0, -1, 1, 0, c_white, 1);
surface_reset_shader();
surface_free(_prog);
surface_set_shader(_corn, sh_downsample, true, BLEND.over);
shader_set_dim("dimension", _cPassAA);
shader_set_f("down", _aa);
draw_surface(_cPassAA, 0, 0);
surface_reset_shader();
return _corn;
}
}