mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-09-22 05:11:17 +02:00
56 lines
2.2 KiB
Plaintext
56 lines
2.2 KiB
Plaintext
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function Node_Local_Analyze(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Local Analyze";
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shader = sh_local_analyze;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_alg = shader_get_uniform(shader, "algorithm");
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uniform_siz = shader_get_uniform(shader, "size");
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uniform_sha = shader_get_uniform(shader, "shape");
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uniform_sam = shader_get_uniform(shader, "sampleMode");
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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, [ "Average (Blur)", "Maximum", "Minimum" ]);
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inputs[| 2] = nodeValue(2, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [ 1, 16, 1]);
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inputs[| 3] = nodeValue(3, "Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 4] = nodeValue(4, "Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Square", "Circle", "Diamond" ]);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [
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["Surface", false], 0, 3,
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["Effect", false], 1, 2, 4,
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];
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _alg = _data[1];
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var _siz = _data[2];
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var _sam = _data[3];
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var _shp = _data[4];
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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BLEND_OVERRIDE
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shader_set(shader);
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shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0]));
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shader_set_uniform_i(uniform_alg, _alg);
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shader_set_uniform_i(uniform_sam, _sam);
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shader_set_uniform_i(uniform_sha, _shp);
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shader_set_uniform_f(uniform_siz, _siz);
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draw_surface_safe(_data[0], 0, 0);
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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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