Pixel-Composer/scripts/node_level/node_level.gml

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function Node_Level(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Level";
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shader = sh_level;
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uniform_wmin = shader_get_uniform(shader, "wmin");
uniform_wmax = shader_get_uniform(shader, "wmax");
uniform_rmin = shader_get_uniform(shader, "rmin");
uniform_rmax = shader_get_uniform(shader, "rmax");
uniform_gmin = shader_get_uniform(shader, "gmin");
uniform_gmax = shader_get_uniform(shader, "gmax");
uniform_bmin = shader_get_uniform(shader, "bmin");
uniform_bmax = shader_get_uniform(shader, "bmax");
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uniform_amin = shader_get_uniform(shader, "amin");
uniform_amax = shader_get_uniform(shader, "amax");
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("White", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
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.setDisplay(VALUE_DISPLAY.slider_range, [ 0, 1, 0.01]);
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inputs[| 2] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
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.setDisplay(VALUE_DISPLAY.slider_range, [ 0, 1, 0.01]);
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inputs[| 3] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
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.setDisplay(VALUE_DISPLAY.slider_range, [ 0, 1, 0.01]);
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inputs[| 4] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
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.setDisplay(VALUE_DISPLAY.slider_range, [ 0, 1, 0.01]);
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inputs[| 5] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
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.setDisplay(VALUE_DISPLAY.slider_range, [ 0, 1, 0.01]);
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inputs[| 6] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 7] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 8;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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level_renderer = new Inspector_Custom_Renderer(function(_x, _y, _w, _m, _hover, _focus) {
var _h = 128;
var x0 = _x;
var x1 = _x + _w;
var y0 = _y;
var y1 = _y + _h;
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draw_set_color(COLORS.node_level_shade);
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var _wh = inputs[| 1].getValue();
var _wmin = min(_wh[0], _wh[1]);
var _wmax = max(_wh[0], _wh[1]);
draw_rectangle(x0, y0, x0 + max(0, _wmin) * _w, y1, false);
draw_rectangle(x0 + min(1, _wmax) * _w, y0, x1, y1, false);
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for( var i = 0; i < 4; i++ ) {
var _bx = x1 - 20 - i * 24;
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var _by = y0;
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if(buttonInstant(THEME.button_hide, _bx, _by, 20, 20, _m, _focus, _hover) == 2)
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histShow[i] = !histShow[i];
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draw_sprite_ui_uniform(THEME.circle, 0, _bx + 10, _by + 10, 1, COLORS.histogram[i], 0.5 + histShow[i] * 0.5);
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}
if(histMax > 0)
histogramDraw(x0, y1, _w, _h);
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draw_set_color(COLORS.node_level_outline);
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draw_rectangle(x0, y0, x1, y1, true);
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return _h;
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});
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input_display_list = [ 8,
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level_renderer,
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["Surface", true], 0, 6, 7,
["Level", false], 1,
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["Channel", true], 2, 3, 4, 5
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];
histogramInit();
static onInspect = function() {
if(array_length(current_data) > 0)
histogramUpdate(current_data[0]);
}
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static onValueFromUpdate = function(index) {
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if(index == 0) {
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doUpdate();
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if(array_length(current_data) > 0)
histogramUpdate(current_data[0]);
}
}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _wmin = min(_data[1][0], _data[1][1]);
var _wmax = max(_data[1][0], _data[1][1]);
var _rmin = min(_data[2][0], _data[2][1]);
var _rmax = max(_data[2][0], _data[2][1]);
var _gmin = min(_data[3][0], _data[3][1]);
var _gmax = max(_data[3][0], _data[3][1]);
var _bmin = min(_data[4][0], _data[4][1]);
var _bmax = max(_data[4][0], _data[4][1]);
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var _amin = min(_data[5][0], _data[5][1]);
var _amax = max(_data[5][0], _data[5][1]);
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(shader);
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shader_set_uniform_f(uniform_wmin, _wmin);
shader_set_uniform_f(uniform_wmax, _wmax);
shader_set_uniform_f(uniform_rmin, _rmin);
shader_set_uniform_f(uniform_rmax, _rmax);
shader_set_uniform_f(uniform_gmin, _gmin);
shader_set_uniform_f(uniform_gmax, _gmax);
shader_set_uniform_f(uniform_bmin, _bmin);
shader_set_uniform_f(uniform_bmax, _bmax);
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shader_set_uniform_f(uniform_amin, _amin);
shader_set_uniform_f(uniform_amax, _amax);
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draw_surface_safe(_data[0], 0, 0);
shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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_outSurf = mask_apply(_data[0], _outSurf, _data[6], _data[7]);
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return _outSurf;
}
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}