Pixel-Composer/scripts/node_scale_algo/node_scale_algo.gml

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function Node_create_Scale_Algo(_x, _y, _group = noone, _param = "") {
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var node = new Node_Scale_Algo(_x, _y, _group);
//ds_list_add(PANEL_GRAPH.nodes_list, node);
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switch(_param) {
case "scale2x" : node.inputs[| 1].setValue(0); break;
case "scale3x" : node.inputs[| 1].setValue(1); break;
}
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return node;
}
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function Node_Scale_Algo(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Scale Algorithm";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Algorithm", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Scale2x", "Scale3x" ]);
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inputs[| 2] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 3,
["Surface", false], 0,
["Scale", false], 1, 2,
]
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attribute_surface_depth();
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var inSurf = _data[0];
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var algo = _data[1];
var ww = surface_get_width(inSurf);
var hh = surface_get_height(inSurf);
var cDep = attrDepth();
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var shader;
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var sc = 2;
switch(algo) {
case 0 :
shader = sh_scale2x;
sc = 2;
var sw = ww * 2;
var sh = hh * 2;
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_outSurf = surface_verify(_outSurf, sw, sh, cDep);
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break;
case 1 :
shader = sh_scale3x;
sc = 3;
var sw = ww * 3;
var sh = hh * 3;
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_outSurf = surface_verify(_outSurf, sw, sh, cDep);
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break;
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default: return _outSurf;
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}
surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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var uniform_dim = shader_get_uniform(shader, "dimension");
var uniform_tol = shader_get_uniform(shader, "tol");
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shader_set(shader);
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shader_set_uniform_f_array_safe(uniform_dim, [ ww, hh ]);
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shader_set_uniform_f(uniform_tol, _data[2]);
draw_surface_ext_safe(_data[0], 0, 0, sc, sc, 0, c_white, 1);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
return _outSurf;
}
}