2024-06-28 11:54:13 +02:00
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function Node_Interlaced(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Interlace";
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2024-08-08 06:57:51 +02:00
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inputs[0] = nodeValue_Surface("Surface in", self);
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2024-06-28 11:54:13 +02:00
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2024-08-08 06:57:51 +02:00
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inputs[1] = nodeValue_Bool("Active", self, true);
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2024-06-28 11:54:13 +02:00
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active_index = 1;
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2024-08-08 06:57:51 +02:00
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inputs[2] = nodeValue_Surface("Mask", self);
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2024-06-28 11:54:13 +02:00
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2024-08-08 06:57:51 +02:00
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inputs[3] = nodeValue_Float("Mix", self, 1)
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2024-06-28 11:54:13 +02:00
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.setDisplay(VALUE_DISPLAY.slider);
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2024-08-08 06:57:51 +02:00
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inputs[4] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) });
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2024-06-28 11:54:13 +02:00
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__init_mask_modifier(2); // inputs 5, 6
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2024-08-08 06:57:51 +02:00
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inputs[7] = nodeValue_Enum_Button("Axis", self, 0, [ "X", "Y" ]);
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2024-06-28 11:54:13 +02:00
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2024-08-08 06:57:51 +02:00
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inputs[8] = nodeValue_Float("Size", self, 1);
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2024-06-28 11:54:13 +02:00
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2024-08-08 06:57:51 +02:00
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inputs[9] = nodeValue_Bool("Invert", self, false);
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2024-06-28 11:54:13 +02:00
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2024-08-08 06:57:51 +02:00
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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2024-06-28 11:54:13 +02:00
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temp_surface = [ ];
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input_display_list = [ 1,
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["Surface", false], 0, 2, 3, 4,
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["Effects", false], 7, 8, 9,
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];
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attribute_surface_depth();
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static step = function() { #region
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__step_mask_modifier();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _surf = _data[0];
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var _axis = _data[7];
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var _size = _data[8];
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var _invt = _data[9];
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var _dim = surface_get_dimension(_surf);
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surface_set_shader(_outSurf, sh_interlaced);
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2024-07-22 10:21:57 +02:00
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shader_set_i("useSurf", CURRENT_FRAME >= 1);
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2024-06-28 11:54:13 +02:00
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shader_set_surface("prevFrame", array_safe_get(temp_surface, _array_index));
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shader_set_2("dimension", _dim);
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shader_set_i("axis", _axis);
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shader_set_i("invert", _invt);
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shader_set_f("size", _size);
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draw_surface_safe(_surf);
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surface_reset_shader();
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temp_surface[_array_index] = surface_verify(array_safe_get(temp_surface, _array_index), _dim[0], _dim[1]);
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surface_set_shader(temp_surface[_array_index], noone);
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draw_surface_safe(_surf);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]);
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_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
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return _outSurf;
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} #endregion
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}
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