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https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 15:06:22 +01:00
65 lines
No EOL
2.4 KiB
Text
65 lines
No EOL
2.4 KiB
Text
function Node_create_Stripe(_x, _y) {
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var node = new Node_Stripe(_x, _y);
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ds_list_add(PANEL_GRAPH.nodes_list, node);
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return node;
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}
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function Node_Stripe(_x, _y) : Node(_x, _y) constructor {
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name = "Stripe";
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uniform_pos = shader_get_uniform(sh_stripe, "position");
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uniform_angle = shader_get_uniform(sh_stripe, "angle");
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uniform_amount = shader_get_uniform(sh_stripe, "amount");
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uniform_blend = shader_get_uniform(sh_stripe, "blend");
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inputs[| 0] = nodeValue(0, "Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2, VALUE_TAG.dimension_2d )
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue(1, "Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
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.setDisplay(VALUE_DISPLAY.slider, [1, 32, 1]);
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inputs[| 2] = nodeValue(2, "Angle", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.rotation);
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inputs[| 3] = nodeValue(3, "Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
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inputs[| 4] = nodeValue(4, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [0, 0] )
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.setDisplay(VALUE_DISPLAY.vector);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
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static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
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var pos = inputs[| 4].getValue();
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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[| 4].drawOverlay(_active, _x, _y, _s, _mx, _my);
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inputs[| 2].drawOverlay(_active, px, py, _s, _mx, _my);
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}
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static update = function() {
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var _dim = inputs[| 0].getValue();
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var _amo = inputs[| 1].getValue();
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var _ang = inputs[| 2].getValue();
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var _bnd = inputs[| 3].getValue();
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var _pos = inputs[| 4].getValue();
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var _outSurf = outputs[| 0].getValue();
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if(!is_surface(_outSurf)) {
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_outSurf = surface_create(surface_valid(_dim[0]), surface_valid(_dim[1]));
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outputs[| 0].setValue(_outSurf);
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} else
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surface_size_to(_outSurf, surface_valid(_dim[0]), surface_valid(_dim[1]));
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surface_set_target(_outSurf);
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shader_set(sh_stripe);
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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_angle, degtorad(_ang));
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shader_set_uniform_f(uniform_amount, _amo);
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shader_set_uniform_f(uniform_blend, _bnd);
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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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}
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doUpdate();
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} |