Pixel-Composer/scripts/node_spherize/node_spherize.gml

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function Node_Spherize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Spherize";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider)
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.setMappable(11);
inputs[| 3] = nodeValue("Radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(12);
inputs[| 4] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
inputs[| 8] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
__init_mask_modifier(5); // inputs 9, 10
//////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 11] = nodeValue("Strength map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone)
.setVisible(false, false);
inputs[| 12] = nodeValue("Radius map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone)
.setVisible(false, false);
//////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 13] = nodeValue("Trim edge", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider)
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 7, 8,
["Surfaces", true], 0, 5, 6, 9, 10,
["Spherize", false], 1, 2, 11, 3, 12, 13,
];
attribute_surface_depth();
attribute_oversample();
attribute_interpolation();
attributes.oversample = 2;
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
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var pos = getInputData(1);
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
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inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
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} #endregion
static step = function() { #region
__step_mask_modifier();
inputs[| 2].mappableStep();
inputs[| 3].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var sam = struct_try_get(attributes, "oversample");
surface_set_shader(_outSurf, sh_spherize);
shader_set_interpolation(_data[0]);
shader_set_f("dimension", [ surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]) ]);
shader_set_f("center", _data[1]);
shader_set_f("trim", _data[13]);
shader_set_f_map("strength", _data[2], _data[11], inputs[| 2]);
shader_set_f_map("radius", _data[3], _data[12], inputs[| 3]);
shader_set_i("sampleMode", sam);
draw_surface_safe(_data[0], 0, 0);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
_outSurf = channel_apply(_data[0], _outSurf, _data[8]);
return _outSurf;
} #endregion
}