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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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("White in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
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inputs[| 2] = nodeValue("Red in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
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inputs[| 3] = nodeValue("Green in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
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inputs[| 4] = nodeValue("Blue in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
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inputs[| 5] = nodeValue("Alpha in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
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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);
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inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 8;
inputs[| 9] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
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__init_mask_modifier(6); // inputs 10, 11
inputs[| 12] = nodeValue("White out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
inputs[| 13] = nodeValue("Red out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
inputs[| 14] = nodeValue("Green out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
inputs[| 15] = nodeValue("Blue out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
inputs[| 16] = nodeValue("Alpha out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1])
.setDisplay(VALUE_DISPLAY.slider_range);
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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) { #region
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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);
var _wh = getInputData(1);
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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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}); #endregion
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input_display_list = [ 8, 9,
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level_renderer,
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["Surfaces", true], 0, 6, 7, 10, 11,
["Brightness", false], 1, 12,
["Red", false], 2, 13,
["Green", false], 3, 14,
["Blue", false], 4, 15,
["Alpha", false], 5, 16,
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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) { #region
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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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} #endregion
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static step = function() { #region
__step_mask_modifier();
} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _wi = _data[1];
var _ri = _data[2];
var _gi = _data[3];
var _bi = _data[4];
var _ai = _data[5];
var _wo = _data[12];
var _ro = _data[13];
var _go = _data[14];
var _bo = _data[15];
var _ao = _data[16];
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surface_set_shader(_outSurf, sh_level);
shader_set_f("lwi", _wi);
shader_set_f("lri", _ri);
shader_set_f("lgi", _gi);
shader_set_f("lbi", _bi);
shader_set_f("lai", _ai);
shader_set_f("lwo", _wo);
shader_set_f("lro", _ro);
shader_set_f("lgo", _go);
shader_set_f("lbo", _bo);
shader_set_f("lao", _ao);
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draw_surface_safe(_data[0]);
surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[6], _data[7]);
_outSurf = channel_apply(_data[0], _outSurf, _data[9]);
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return _outSurf;
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} #endregion
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}