Pixel-Composer/scripts/node_local_analyze/node_local_analyze.gml

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2023-01-25 06:49:00 +01:00
function Node_Local_Analyze(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Local Analyze";
shader = sh_local_analyze;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_alg = shader_get_uniform(shader, "algorithm");
uniform_siz = shader_get_uniform(shader, "size");
uniform_sha = shader_get_uniform(shader, "shape");
uniform_sam = shader_get_uniform(shader, "sampleMode");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Algorithm", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Average (Blur)", "Maximum", "Minimum" ]);
inputs[| 2] = nodeValue(2, "Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [ 1, 16, 1]);
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.")
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
inputs[| 4] = nodeValue(4, "Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Square", "Circle", "Diamond" ]);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
input_display_list = [
["Surface", false], 0, 3,
["Effect", false], 1, 2, 4,
];
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _alg = _data[1];
var _siz = _data[2];
var _sam = _data[3];
var _shp = _data[4];
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_OVERRIDE
shader_set(shader);
shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0]));
shader_set_uniform_i(uniform_alg, _alg);
shader_set_uniform_i(uniform_sam, _sam);
shader_set_uniform_i(uniform_sha, _shp);
shader_set_uniform_f(uniform_siz, _siz);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}