Pixel-Composer/scripts/node_camera/node_camera.gml

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function Node_Camera(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Camera";
preview_alpha = 0.5;
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onSurfaceSize = function() { return surface_get_dimension(getInputData(0)); };
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inputs[0] = nodeValue_Area("Focus area", self, DEF_AREA, { onSurfaceSize, useShape : false });
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inputs[1] = nodeValue_Float("Zoom", self, 1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0.01, 4, 0.01 ] });
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inputs[2] = nodeValue_Bool("Depth of Field", self, false);
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inputs[3] = nodeValue_Float("Focal distance", self, 0);
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inputs[4] = nodeValue_Float("Defocus", self, 1);
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inputs[5] = nodeValue_Float("Focal range", self, 0);
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [
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["Camera", false], 0, 1,
["Depth Of Field", true, 2], 3, 5, 4,
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["Elements", true],
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];
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attribute_surface_depth();
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temp_surface = [ noone, noone ];
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static createNewInput = function() {
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var index = array_length(inputs);
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var _s = floor((index - input_fix_len) / data_length);
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if(_s) array_push(input_display_list, new Inspector_Spacer(20, true));
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inputs[index + 0] = nodeValue_Surface($"Element {_s}", self, noone);
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inputs[index + 1] = nodeValue_Enum_Button($"Positioning {_s}", self, false, [ "Space", "Camera" ]);
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inputs[index + 2] = nodeValue_Vec2($"Position {_s}", self, [ 0, 0 ] )
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[index + 3] = nodeValue_Enum_Scroll($"Oversample {_s}", self, 0, [ new scrollItem("Empty ", s_node_camera_repeat, 0),
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new scrollItem("Repeat ", s_node_camera_repeat, 1),
new scrollItem("Repeat X", s_node_camera_repeat, 2),
new scrollItem("Repeat Y", s_node_camera_repeat, 3), ]);
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inputs[index + 4] = nodeValue_Vec2($"Parallax {_s}", self, [ 0, 0 ]);
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inputs[index + 5] = nodeValue($"Depth {_s}", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0);
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for( var i = 0; i < data_length; i++ ) array_push(input_display_list, index + i);
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return inputs[index + 0];
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} setDynamicInput(6, true, VALUE_TYPE.surface);
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static getPreviewValues = function() { return getInputData(input_fix_len); }
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny, _params) {
PROCESSOR_OVERLAY_CHECK
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var _out = outputs[0].getValue();
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if(is_array(_out)) _out = _out[preview_index];
var _area = current_data[0];
var _zoom = current_data[1];
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var _cam_x = _x + (_area[0] - _area[2] * _zoom) * _s;
var _cam_y = _y + (_area[1] - _area[3] * _zoom) * _s;
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if(PANEL_PREVIEW.getNodePreview() == self)
draw_surface_ext_safe(_out, _cam_x, _cam_y, _s * _zoom, _s * _zoom);
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inputs[0].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
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draw_set_color(COLORS._main_accent);
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var x0 = _cam_x;
var y0 = _cam_y;
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var x1 = x0 + _area[2] * 2 * _zoom * _s;
var y1 = y0 + _area[3] * 2 * _zoom * _s;
draw_rectangle_dashed(x0, y0, x1, y1);
}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _area = _data[0];
var _zoom = _data[1];
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var _dof = _data[2];
var _dof_dist = _data[3];
var _dof_stop = _data[4];
var _dof_rang = _data[5];
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var cDep = attrDepth();
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var _cam_x = round(_area[0]);
var _cam_y = round(_area[1]);
var _cam_w = round(_area[2]);
var _cam_h = round(_area[3]);
var _surf_w = round(surface_valid_size(_cam_w * 2));
var _surf_h = round(surface_valid_size(_cam_h * 2));
_outSurf = surface_verify(_outSurf, _surf_w, _surf_h, cDep);
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for( var i = 0, n = array_length(temp_surface); i < n; i++ ) {
temp_surface[i] = surface_verify(temp_surface[i], _surf_w, _surf_h, cDep);
surface_clear(temp_surface[i]);
}
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var amo = getInputAmount();
if(amo <= 0) return _outSurf;
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shader_set(sh_camera);
shader_set_f("camDimension", _surf_w, _surf_h);
shader_set_f("zoom", _zoom);
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var ppInd = 0;
for( var i = 0; i < amo; i++ ) {
var ind = input_fix_len + i * data_length;
var _surf = _data[ind + 0];
var _sposT = _data[ind + 1];
var _spos = _data[ind + 2];
var _samp = _data[ind + 3];
var _paral = _data[ind + 4];
var _sdof = _data[ind + 5];
if(!is_surface(_surf)) continue;
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ppInd = !ppInd;
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var sx = _spos[0] + _paral[0] * _cam_x;
var sy = _spos[1] + _paral[1] * _cam_y;
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var px, py;
if(_sposT == 0) {
px = _cam_x - sx;
py = _cam_y - sy;
} else {
px = -sx;
py = -sy;
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}
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var _scnW = surface_get_width_safe(_surf);
var _scnH = surface_get_height_safe(_surf);
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px /= _scnW;
py /= _scnH;
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shader_set_i("sampleMode", _samp);
shader_set_f("scnDimension", _scnW, _scnH);
shader_set_f("position", px, py);
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shader_set_f("bokehStrength", 0);
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if(_dof) {
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var _x = max(abs(_sdof - _dof_dist) - _dof_rang, 0);
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_x = _x * tanh(_x / 10);
shader_set_f("bokehStrength", _x * _dof_stop);
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}
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shader_set_surface("backg", temp_surface[!ppInd]); //prev surface
shader_set_surface("scene", _surf); //surface to draw
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surface_set_target(temp_surface[ppInd]);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _surf_w, _surf_h);
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surface_reset_target();
}
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shader_reset();
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surface_set_shader(_outSurf, noone);
draw_surface_safe(temp_surface[ppInd]);
surface_reset_shader();
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return _outSurf;
}
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}