mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-29 16:36:16 +01:00
102 lines
No EOL
2.8 KiB
Text
102 lines
No EOL
2.8 KiB
Text
function Node_Path_Map(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Map Path";
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newInput(0, nodeValue_PathNode("Path", self, noone))
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.setVisible(true, true)
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.rejectArray();
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newInput(1, nodeValue_Dimension(self));
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newInput(2, nodeValue_Surface("Texture", self));
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newInput(3, nodeValue_Int("Subdivision", self, 16))
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.setValidator(VV_min(2))
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.rejectArray();
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newOutput(0, nodeValue_Output("Rendered", self, VALUE_TYPE.surface, noone));
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input_display_list = [ 0,
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["Mapping", false], 1, 2, 3,
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]
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temp_surface = [ 0 ];
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _path = getInputData(0);
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if(_path && struct_has(_path, "drawOverlay")) _path.drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static update = function() {
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var _path = getInputData(0);
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if(_path == noone) return;
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var _dim = getInputData(1);
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var _surf = getInputData(2);
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var _sub = getInputData(3);
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var _amo = _path.getLineCount();
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if(_amo < 2) return;
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if(!is_surface(_surf)) {
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temp_surface[0] = surface_verify(temp_surface[0], _dim[0], _dim[1]);
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surface_set_shader(temp_surface[0], sh_coord);
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _dim[0], _dim[1]);
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surface_reset_shader()
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_surf = temp_surface[0];
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}
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var _pnt = array_create(_amo + 1);
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var _isb = 1 / (_sub - 1);
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var _pp = new __vec2();
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for( var i = 0; i < _amo; i++ ) {
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var _p = array_create(_sub + 1);
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var _ind = 0;
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for( var j = 0; j <= _sub; j++ ) {
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var _prog = clamp(j * _isb, 0., 0.999);
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_pp = _path.getPointRatio(_prog, i, _pp);
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_p[_ind++] = [ _pp.x, _pp.y ];
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}
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_pnt[i] = _p;
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}
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var _out = outputs[0].getValue();
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_out = surface_verify(_out, _dim[0], _dim[1])
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surface_set_shader(_out, noone);
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draw_set_color(c_white);
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draw_primitive_begin_texture(pr_trianglelist, surface_get_texture(_surf));
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for( var i = 0; i < _amo - 1; i++ )
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for( var j = 0; j < _sub - 1; j++ ) {
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var p0 = _pnt[i + 0][j + 0];
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var p1 = _pnt[i + 1][j + 0];
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var p2 = _pnt[i + 0][j + 1];
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var p3 = _pnt[i + 1][j + 1];
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var p0u = (j + 0) / (_sub - 1), p0v = (i + 0) / (_amo - 1);
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var p1u = (j + 0) / (_sub - 1), p1v = (i + 1) / (_amo - 1);
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var p2u = (j + 1) / (_sub - 1), p2v = (i + 0) / (_amo - 1);
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var p3u = (j + 1) / (_sub - 1), p3v = (i + 1) / (_amo - 1);
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draw_vertex_texture(p0[0], p0[1], p0u, p0v);
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draw_vertex_texture(p1[0], p1[1], p1u, p1v);
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draw_vertex_texture(p2[0], p2[1], p2u, p2v);
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draw_vertex_texture(p1[0], p1[1], p1u, p1v);
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draw_vertex_texture(p2[0], p2[1], p2u, p2v);
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draw_vertex_texture(p3[0], p3[1], p3u, p3v);
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}
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draw_primitive_end();
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surface_reset_shader();
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outputs[0].setValue(_out);
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}
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} |