mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
80 lines
2.7 KiB
Plaintext
80 lines
2.7 KiB
Plaintext
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function Node_create_Shadow(_x, _y) {
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var node = new Node_Shadow(_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_Shadow(_x, _y) : Node_Processor(_x, _y) constructor {
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name = "Shadow";
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uniform_dim = shader_get_uniform(sh_outline_only, "dimension");
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uniform_size = shader_get_uniform(sh_outline_only, "borderSize");
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uniform_colr = shader_get_uniform(sh_outline_only, "borderColor");
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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, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black);
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inputs[| 2] = nodeValue(2, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .5)
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.setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01]);
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inputs[| 3] = nodeValue(3, "Shift", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 4, 4 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 4] = nodeValue(4, "Grow", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
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.setDisplay(VALUE_DISPLAY.slider, [0, 16, 1]);
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inputs[| 5] = nodeValue(5, "Blur", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3)
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.setDisplay(VALUE_DISPLAY.slider, [1, 16, 1]);
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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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static drawOverlay = function(_active, _x, _y, _s, _mx, _my) {
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var _surf = outputs[| 0].getValue();
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if(is_array(_surf)) {
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if(array_length(_surf) == 0) return;
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_surf = _surf[preview_frame];
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}
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var ww = surface_get_width(_surf) * _s;
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var hh = surface_get_height(_surf) * _s;
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inputs[| 3].drawOverlay(_active, _x + ww / 2, _y + hh / 2, _s, _mx, _my);
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}
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function process_data(_outSurf, _data, _output_index) {
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var cl = _data[1];
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var _stre = _data[2];
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var _shf = _data[3];
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var _border = _data[4];
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var _size = _data[5];
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var pass1 = surface_create(surface_get_width(_outSurf), surface_get_height(_outSurf));
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surface_set_target(pass1);
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draw_clear_alpha(0, 0);
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BLEND_ADD
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shader_set(sh_outline_only);
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shader_set_uniform_f_array(uniform_dim, [ surface_get_width(_outSurf), surface_get_height(_outSurf) ]);
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shader_set_uniform_f(uniform_size, _border);
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shader_set_uniform_f_array(uniform_colr, [1., 1., 1., 1.0]);
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draw_surface_safe(_data[0], _shf[0], _shf[1]);
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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pass1 = surface_apply_gaussian(pass1, _size, false, cl);
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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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draw_surface_ext_safe(pass1, 0, 0, 1, 1, 0, cl, _stre);
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BLEND_NORMAL
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draw_surface_safe(_data[0], 0, 0);
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surface_reset_target();
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surface_free(pass1);
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return _outSurf;
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}
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}
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