mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
121 lines
4.4 KiB
Text
121 lines
4.4 KiB
Text
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function Node_create_Dither(_x, _y) {
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var node = new Node_Dither(_x, _y);
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ds_list_add(PANEL_GRAPH.nodes_list, node);
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return node;
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}
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function Node_Dither(_x, _y) : Node_Processor(_x, _y) constructor {
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static dither2 = [ 0, 2,
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3, 1 ];
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static dither4 = [ 0, 8, 2, 10,
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12, 4, 14, 6,
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3, 11, 1, 9,
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15, 7, 13, 5];
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static dither8 = [ 0, 32, 8, 40, 2, 34, 10, 42,
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48, 16, 56, 24, 50, 18, 58, 26,
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12, 44, 4, 36, 14, 46, 6, 38,
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60, 28, 52, 20, 62, 30, 54, 22,
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3, 35, 11, 43, 1, 33, 9, 41,
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51, 19, 59, 27, 49, 17, 57, 25,
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15, 47, 7, 39, 13, 45, 5, 37,
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63, 31, 55, 23, 61, 29, 53, 21];
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name = "Dither";
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uniform_dither_size = shader_get_uniform(sh_dither, "ditherSize");
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uniform_dither = shader_get_uniform(sh_dither, "dither");
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uniform_dim = shader_get_uniform(sh_dither, "dimension");
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uniform_color = shader_get_uniform(sh_dither, "palette");
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uniform_key = shader_get_uniform(sh_dither, "keys");
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uniform_constrast = shader_get_uniform(sh_dither, "contrast");
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uniform_con_map_use = shader_get_uniform(sh_dither, "useConMap");
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uniform_con_map = shader_get_sampler_index(sh_dither, "conMap");
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uniform_map_use = shader_get_uniform(sh_dither, "useMap");
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uniform_map = shader_get_sampler_index(sh_dither, "map");
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uniform_map_dim = shader_get_uniform(sh_dither, "mapDimension");
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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, "Palette", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_white ])
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.setDisplay(VALUE_DISPLAY.palette);
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inputs[| 2] = nodeValue(2, "Pattern", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "2 x 2 Bayer", "4 x 4 Bayer", "8 x 8 Bayer", "Custom" ]);
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inputs[| 3] = nodeValue(3, "Dither map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 4] = nodeValue(4, "Contrast", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [1, 5, 0.1]);
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inputs[| 5] = nodeValue(5, "Contrast map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
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function process_data(_outSurf, _data, _output_index) {
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var _pal = _data[1];
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var _typ = _data[2];
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var _map = _data[3];
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var _con = _data[4];
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var _conMap = _data[5];
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var _colors = array_create(array_length(_pal) * 4);
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for(var i = 0; i < array_length(_pal); i++) {
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_colors[i * 4 + 0] = color_get_red(_pal[i]) / 255;
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_colors[i * 4 + 1] = color_get_green(_pal[i]) / 255;
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_colors[i * 4 + 2] = color_get_blue(_pal[i]) / 255;
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_colors[i * 4 + 3] = 1;
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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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BLEND_ADD
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shader_set(sh_dither);
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shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_data[0]), surface_get_height(_data[0]) ] );
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shader_set_uniform_f_array(uniform_color, _colors);
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shader_set_uniform_i(uniform_key, array_length(_pal));
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shader_set_uniform_i(uniform_con_map_use, _conMap == DEF_SURFACE? 0 : 1);
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texture_set_stage(uniform_con_map, surface_get_texture(_conMap));
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shader_set_uniform_f(uniform_constrast, _con);
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switch(_typ) {
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case 0 :
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node_input_visible(inputs[| 3], false);
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shader_set_uniform_i(uniform_map_use, 0);
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shader_set_uniform_f(uniform_dither_size, 2);
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shader_set_uniform_f_array(uniform_dither, dither2);
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break;
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case 1 :
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node_input_visible(inputs[| 3], false);
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shader_set_uniform_i(uniform_map_use, 0);
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shader_set_uniform_f(uniform_dither_size, 4);
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shader_set_uniform_f_array(uniform_dither, dither4);
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break;
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case 2 :
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node_input_visible(inputs[| 3], false);
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shader_set_uniform_i(uniform_map_use, 0);
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shader_set_uniform_f(uniform_dither_size, 8);
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shader_set_uniform_f_array(uniform_dither, dither8);
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break;
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case 3 :
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node_input_visible(inputs[| 3], true);
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if(is_surface(_map)) {
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shader_set_uniform_i(uniform_map_use, 1);
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shader_set_uniform_f_array(uniform_map_dim, [ surface_get_width(_map), surface_get_height(_map) ]);
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texture_set_stage(uniform_map, surface_get_texture(_map));
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}
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break;
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}
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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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