2023-01-01 02:06:02 +01:00
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function Node_Threshold(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Threshold";
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shader = sh_threshold;
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uniform_mde = shader_get_uniform(shader, "mode");
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uniform_thr = shader_get_uniform(shader, "thr");
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2023-01-25 06:49:00 +01:00
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uniform_smt = shader_get_uniform(shader, "smooth");
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2023-01-01 02:06:02 +01:00
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2023-02-14 05:32:32 +01:00
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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2023-01-01 02:06:02 +01:00
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2023-02-14 05:32:32 +01:00
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inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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2023-01-01 02:06:02 +01:00
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Brightness", "Alpha" ]);
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2023-02-14 05:32:32 +01:00
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inputs[| 2] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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2023-01-01 02:06:02 +01:00
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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2023-01-25 06:49:00 +01:00
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2023-02-14 05:32:32 +01:00
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inputs[| 3] = nodeValue("Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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2023-01-25 06:49:00 +01:00
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
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2023-01-01 02:06:02 +01:00
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2023-02-14 05:32:32 +01:00
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inputs[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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2023-01-01 02:06:02 +01:00
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2023-02-14 05:32:32 +01:00
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inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 6;
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 6,
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["Surface", true], 0, 4, 5,
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["Threshold", false], 1, 2, 3,
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2023-01-01 02:06:02 +01:00
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];
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2023-02-14 05:32:32 +01:00
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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2023-01-01 02:06:02 +01:00
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var _mode = _data[1];
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var _thr = _data[2];
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2023-01-25 06:49:00 +01:00
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var _smt = _data[3];
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2023-01-01 02:06:02 +01:00
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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2023-02-14 05:32:32 +01:00
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BLEND_OVERRIDE;
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2023-01-01 02:06:02 +01:00
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shader_set(shader);
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shader_set_uniform_i(uniform_mde, _mode);
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shader_set_uniform_f(uniform_thr, _thr);
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2023-01-25 06:49:00 +01:00
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shader_set_uniform_f(uniform_smt, _smt);
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2023-01-01 02:06:02 +01:00
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draw_surface_safe(_data[0], 0, 0);
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shader_reset();
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2023-02-14 05:32:32 +01:00
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BLEND_NORMAL;
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2023-01-01 02:06:02 +01:00
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surface_reset_target();
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2023-02-14 05:32:32 +01:00
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_outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]);
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2023-01-01 02:06:02 +01:00
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return _outSurf;
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}
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}
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