2024-01-10 06:36:33 +01:00
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function Node_Spherize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Spherize";
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2024-08-18 06:16:20 +02:00
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newInput(0, nodeValue_Surface("Surface in", self));
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2024-01-10 06:36:33 +01:00
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2024-08-18 09:13:41 +02:00
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newInput(1, nodeValue_Vec2("Center", self, [ DEF_SURF_W / 2, DEF_SURF_H / 2 ]))
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2024-01-10 06:36:33 +01:00
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.setUnitRef(function(index) { return getDimension(index); });
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2024-08-18 09:13:41 +02:00
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newInput(2, nodeValue_Float("Strength", self, 1))
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2024-01-15 13:53:46 +01:00
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.setDisplay(VALUE_DISPLAY.slider)
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2024-01-10 06:36:33 +01:00
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.setMappable(11);
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2024-08-18 09:13:41 +02:00
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newInput(3, nodeValue_Float("Radius", self, 0.2))
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2024-01-10 06:36:33 +01:00
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.setDisplay(VALUE_DISPLAY.slider)
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.setMappable(12);
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2024-08-18 09:13:41 +02:00
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newInput(4, nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ]))
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2024-08-07 11:48:39 +02:00
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.setTooltip("How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.");
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2024-01-10 06:36:33 +01:00
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2024-08-18 06:16:20 +02:00
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newInput(5, nodeValue_Surface("Mask", self));
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2024-01-10 06:36:33 +01:00
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2024-08-18 09:13:41 +02:00
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newInput(6, nodeValue_Float("Mix", self, 1))
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2024-01-10 06:36:33 +01:00
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.setDisplay(VALUE_DISPLAY.slider);
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2024-08-18 06:16:20 +02:00
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newInput(7, nodeValue_Bool("Active", self, true));
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2024-01-10 06:36:33 +01:00
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active_index = 7;
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2024-08-18 06:16:20 +02:00
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newInput(8, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
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2024-01-10 06:36:33 +01:00
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__init_mask_modifier(5); // inputs 9, 10
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//////////////////////////////////////////////////////////////////////////////////////////////////////////
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2024-08-18 09:13:41 +02:00
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newInput(11, nodeValue_Surface("Strength map", self))
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2024-01-10 06:36:33 +01:00
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.setVisible(false, false);
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2024-08-18 09:13:41 +02:00
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newInput(12, nodeValue_Surface("Radius map", self))
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2024-01-10 06:36:33 +01:00
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.setVisible(false, false);
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//////////////////////////////////////////////////////////////////////////////////////////////////////////
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2024-08-18 09:13:41 +02:00
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newInput(13, nodeValue_Float("Trim edge", self, 0))
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2024-01-10 06:36:33 +01:00
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.setDisplay(VALUE_DISPLAY.slider)
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2024-08-08 06:57:51 +02:00
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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2024-01-10 06:36:33 +01:00
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input_display_list = [ 7, 8,
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["Surfaces", true], 0, 5, 6, 9, 10,
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["Spherize", false], 1, 2, 11, 3, 12, 13,
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];
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attribute_surface_depth();
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attribute_oversample();
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attribute_interpolation();
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attributes.oversample = 2;
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2024-03-14 14:35:19 +01:00
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
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2024-05-10 04:01:14 +02:00
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PROCESSOR_OVERLAY_CHECK
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2024-07-02 12:18:32 +02:00
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var pos = current_data[1];
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var px = _x + pos[0] * _s;
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var py = _y + pos[1] * _s;
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var _hov = false;
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2024-01-10 06:36:33 +01:00
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2024-08-08 06:57:51 +02:00
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var hv = inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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2024-01-10 06:36:33 +01:00
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2024-07-02 12:18:32 +02:00
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return _hov;
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2024-01-10 06:36:33 +01:00
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} #endregion
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static step = function() { #region
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__step_mask_modifier();
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2024-08-08 06:57:51 +02:00
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inputs[2].mappableStep();
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inputs[3].mappableStep();
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2024-01-10 06:36:33 +01:00
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var sam = struct_try_get(attributes, "oversample");
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surface_set_shader(_outSurf, sh_spherize);
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shader_set_interpolation(_data[0]);
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shader_set_f("dimension", [ surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]) ]);
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2024-06-24 13:49:54 +02:00
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shader_set_2("center", _data[1]);
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2024-01-10 06:36:33 +01:00
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shader_set_f("trim", _data[13]);
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2024-08-08 06:57:51 +02:00
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shader_set_f_map("strength", _data[2], _data[11], inputs[2]);
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shader_set_f_map("radius", _data[3], _data[12], inputs[3]);
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2024-01-10 06:36:33 +01:00
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shader_set_i("sampleMode", sam);
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2024-07-10 03:45:25 +02:00
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draw_surface_safe(_data[0]);
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2024-01-10 06:36:33 +01:00
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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[5], _data[6]);
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_outSurf = channel_apply(_data[0], _outSurf, _data[8]);
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return _outSurf;
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} #endregion
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}
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