mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
99 lines
3.8 KiB
Plaintext
99 lines
3.8 KiB
Plaintext
function Node_Grid(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Grid";
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shader = sh_grid;
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uniform_pos = shader_get_uniform(shader, "position");
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_sca = shader_get_uniform(shader, "scale");
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uniform_wid = shader_get_uniform(shader, "width");
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uniform_ang = shader_get_uniform(shader, "angle");
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uniform_shf = shader_get_uniform(shader, "shift");
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uniform_shx = shader_get_uniform(shader, "shiftAxis");
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uniform_hgt = shader_get_uniform(shader, "height");
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uniform_col1 = shader_get_uniform(shader, "col1");
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uniform_col2 = shader_get_uniform(shader, "col2");
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uniform_sam = shader_get_uniform(shader, "useSampler");
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2 )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 2] = nodeValue("Tiling", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 4, 4 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue("Gap", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 0.5, 0.01]);
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inputs[| 4] = nodeValue("Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 5] = nodeValue("Color 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 6] = nodeValue("Color 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 7] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 8] = nodeValue("Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [-0.5, 0.5, 0.01]);
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inputs[| 9] = nodeValue("Shift axis", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, ["X", "Y"]);
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inputs[| 10] = nodeValue("Height", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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input_display_list = [
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["Output", false], 0,
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["Pattern", false], 1, 4, 2, 3, 9, 8,
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["Render", false], 5, 6, 7, 10
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _dim = _data[0];
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var _pos = _data[1];
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var _sca = _data[2];
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var _wid = _data[3];
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var _ang = _data[4];
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var _sam = _data[7];
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var _shf = _data[8];
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var _shx = _data[9];
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var _hgt = _data[10];
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var _col1 = _data[5];
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var _col2 = _data[6];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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shader_set(shader);
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shader_set_uniform_f(uniform_pos, _pos[0] / _dim[0], _pos[1] / _dim[1]);
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shader_set_uniform_f(uniform_dim, _dim[0], _dim[1]);
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shader_set_uniform_f_array_safe(uniform_sca, _sca);
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shader_set_uniform_f(uniform_wid, _wid);
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shader_set_uniform_f(uniform_ang, degtorad(_ang));
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shader_set_uniform_f(uniform_sam, is_surface(_sam));
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shader_set_uniform_f(uniform_shf, _shx? _shf / _sca[1] : _shf / _sca[0]);
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shader_set_uniform_i(uniform_shx, _shx);
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shader_set_uniform_i(uniform_hgt, _hgt);
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shader_set_uniform_f_array_safe(uniform_col1, colToVec4(_col1));
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shader_set_uniform_f_array_safe(uniform_col2, colToVec4(_col2));
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if(is_surface(_sam))
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draw_surface_stretched(_sam, 0, 0, _dim[0], _dim[1]);
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else
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1], 0, c_white, 1);
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shader_reset();
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surface_reset_target();
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return _outSurf;
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}
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} |