Pixel-Composer/scripts/node_curve/node_curve.gml

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function Node_Curve(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Curve";
shader = sh_curve;
uniform_wcur = shader_get_uniform(shader, "w_curve");
uniform_wamo = shader_get_uniform(shader, "w_amount");
uniform_rcur = shader_get_uniform(shader, "r_curve");
uniform_ramo = shader_get_uniform(shader, "r_amount");
uniform_gcur = shader_get_uniform(shader, "g_curve");
uniform_gamo = shader_get_uniform(shader, "g_amount");
uniform_bcur = shader_get_uniform(shader, "b_curve");
uniform_bamo = shader_get_uniform(shader, "b_amount");
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
inputs[| 2] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
inputs[| 3] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
inputs[| 4] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 7,
["Surface", true], 0, 5, 6,
["Curve", false], 1, 2, 3, 4,
];
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attribute_surface_depth();
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _wcur = _data[1];
var _rcur = _data[2];
var _gcur = _data[3];
var _bcur = _data[4];
surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
shader_set(shader);
shader_set_uniform_f_array_safe(uniform_wcur, _wcur);
shader_set_uniform_i(uniform_wamo, array_length(_wcur));
shader_set_uniform_f_array_safe(uniform_rcur, _rcur);
shader_set_uniform_i(uniform_ramo, array_length(_rcur));
shader_set_uniform_f_array_safe(uniform_gcur, _gcur);
shader_set_uniform_i(uniform_gamo, array_length(_gcur));
shader_set_uniform_f_array_safe(uniform_bcur, _bcur);
shader_set_uniform_i(uniform_bamo, array_length(_bcur));
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL;
surface_reset_target();
_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
return _outSurf;
}
}