2022-12-13 09:20:36 +01:00
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function Node_create_Scale_Algo(_x, _y, _group = -1, _param = "") {
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var node = new Node_Scale_Algo(_x, _y, _group);
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//ds_list_add(PANEL_GRAPH.nodes_list, node);
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2022-01-26 13:02:30 +01:00
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switch(_param) {
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case "scale2x" : node.inputs[| 1].setValue(0); break;
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case "scale3x" : node.inputs[| 1].setValue(1); break;
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}
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2022-01-13 05:24:03 +01:00
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return node;
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}
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2022-12-13 09:20:36 +01:00
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function Node_Scale_Algo(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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2022-01-13 05:24:03 +01:00
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name = "Scale Algo";
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "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(2, "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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2022-09-21 06:09:40 +02:00
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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2022-01-13 05:24:03 +01:00
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2023-01-01 02:06:02 +01:00
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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2022-01-13 05:24:03 +01:00
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var inSurf = _data[0];
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var algo = _data[1];
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var ww = surface_get_width(inSurf);
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var hh = surface_get_height(inSurf);
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2022-12-21 02:30:23 +01:00
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var shader;
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2022-01-13 05:24:03 +01:00
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var sc = 2;
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switch(algo) {
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case 0 :
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shader = sh_scale2x;
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sc = 2;
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var sw = ww * 2;
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var sh = hh * 2;
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2022-12-27 04:00:50 +01:00
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_outSurf = surface_verify(_outSurf, sw, sh);
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2022-01-13 05:24:03 +01:00
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break;
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case 1 :
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shader = sh_scale3x;
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sc = 3;
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var sw = ww * 3;
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var sh = hh * 3;
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2022-12-27 04:00:50 +01:00
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_outSurf = surface_verify(_outSurf, sw, sh);
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2022-01-13 05:24:03 +01:00
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break;
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2022-12-21 02:30:23 +01:00
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default: return _outSurf;
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2022-01-13 05:24:03 +01:00
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}
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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2022-12-27 04:00:50 +01:00
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BLEND_OVER
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2022-01-13 05:24:03 +01:00
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2022-12-21 02:30:23 +01:00
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var uniform_dim = shader_get_uniform(shader, "dimension");
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var uniform_tol = shader_get_uniform(shader, "tol");
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2022-01-13 05:24:03 +01:00
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shader_set(shader);
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shader_set_uniform_f_array(uniform_dim, [ ww, hh ]);
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shader_set_uniform_f(uniform_tol, _data[2]);
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draw_surface_ext_safe(_data[0], 0, 0, sc, sc, 0, c_white, 1);
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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return _outSurf;
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}
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}
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