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";
inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.setDisplay(VALUE_DISPLAY.vector);
inputs[| 1] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 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) });
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [
["Output", false], 0,
["Shape", false], 1
]
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) {
var _shap = surface_create(_dim[0], _dim[1]);
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, _size);
surface_set_target(_shape);
DRAW_CLEAR
draw_set_color(c_white);
var _cx = _size / 2;
var _cy = _size / 2;
var _sx = _size / 2;
var _sy = _size / 2;
var _x0 = _cx - _sx;
var _y0 = _cy - _sy;
var _x1 = _cx + _sx;
var _y1 = _cy + _sy;
var _r = irandom(4) * 2;
switch(irandom(2)) {
case 0 : draw_roundrect_ext(_x0, _y0, _x1, _y1, _r, _r, false); break;
case 1 : draw_ellipse(_x0, _y0, _x1, _y1, false); break;
case 2 : draw_triangle((_x0 + _x1) / 2, _y0, _x0, _y1, _x1, _y1, false); break;
}
surface_reset_target();
var _sx = irandom_range(_dim[0] / 2 - _size / 2, _dim[0] / 2 + _size / 2);
var _sy = irandom_range(_dim[1] / 2 - _size / 2, _dim[1] / 2 + _size / 2);
draw_surface_safe(_shape, _sx - _size / 2, _sy - _size / 2);
surface_free(_shape);
}
surface_reset_target();
var _surf = surface_create(_dim[0], _dim[1]);
surface_set_target(_surf);
DRAW_CLEAR
draw_surface_ext_safe(_shap, 0, 0, 1, 1, 0, c_white, 1);
draw_surface_ext_safe(_shap, _dim[0], 0, -1, 1, 0, c_white, 1);
draw_surface_ext_safe(_shap, 0, _dim[1], 1, -1, 0, c_white, 1);
draw_surface_ext_safe(_shap, _dim[0], _dim[1], -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];
random_set_seed(_seed);
var _surf = generateShape(_dim);
var _prog;
var _side = irandom(2);
if(random(1) < 0.5) {
_prog = surface_create(_dim[0], _dim[1]);
var _size = [ _dim[0] * .75, _dim[1] * 0.75 ];
var _subs = generateShape(_size);
var _sx = _dim[0] / 2;
var _sy = _dim[1] / 2;
switch(_side) {
case 0 : _sx = irandom_range(_dim[0] / 2 - _size[0] / 2, _dim[0] / 2 + _size[0] / 2); break;
case 1 : _sy = irandom_range(_dim[1] / 2 - _size[1] / 2, _dim[1] / 2 + _size[1] / 2); break;
}
surface_set_target(_prog);
DRAW_CLEAR
if(random(1) < 0.5) {
shader_set(sh_rsh_rotate);
shader_set_f("dimension", _dim[0], _dim[1]);
draw_surface_safe(_surf);
shader_reset();
} else
draw_surface_safe(_surf);
BLEND_SUBTRACT
draw_surface_safe(_subs, _sx - _size[0] / 2, _sy - _size[1] / 2);
BLEND_NORMAL
surface_reset_target();
surface_free(_subs);
surface_free(_surf);
} else
_prog = _surf;
var _rat = surfaceContentRatio(_prog);
if(_rat < 0.2) {
surface_free(_prog);
_prog = generateShape(_dim);
}
var _corn = surface_create(_dim[0], _dim[1]);
surface_set_shader(_corn, sh_rsh_corner, true, BLEND.add);
shader_set_f("dimension", _dim[0], _dim[1]);
shader_set_i("type", choose(0, 0, 1, 1, 1));
draw_surface_safe(_prog);
if(_side == 1) draw_surface_ext_safe(_prog, 0, _dim[1], 1, -1, 0, c_white, 1);
if(_side == 2) draw_surface_ext_safe(_prog, _dim[0], 0, -1, 1, 0, c_white, 1);
surface_reset_shader();
surface_free(_prog);
return _corn;
}
}