mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
93 lines
2.6 KiB
Plaintext
93 lines
2.6 KiB
Plaintext
|
function Node_SDF(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
|
||
|
name = "SDF";
|
||
|
|
||
|
uniform_sdf_dim = shader_get_uniform(sh_sdf, "dimension");
|
||
|
uniform_sdf_stp = shader_get_uniform(sh_sdf, "stepSize");
|
||
|
uniform_sdf_sid = shader_get_uniform(sh_sdf, "side");
|
||
|
|
||
|
uniform_dst_sid = shader_get_uniform(sh_sdf_dist, "side");
|
||
|
uniform_dst_dst = shader_get_uniform(sh_sdf_dist, "max_distance");
|
||
|
|
||
|
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
||
|
|
||
|
inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
|
||
|
active_index = 1;
|
||
|
|
||
|
inputs[| 2] = nodeValue("Side", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2)
|
||
|
.setDisplay(VALUE_DISPLAY.enum_button, [ "Inside", "Outside", "Both" ]);
|
||
|
|
||
|
inputs[| 3] = nodeValue("Max distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
|
||
|
.setDisplay(VALUE_DISPLAY.slider, [ 0, 2, 0.01 ]);
|
||
|
|
||
|
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
||
|
|
||
|
input_display_list = [ 1,
|
||
|
["Surface", false], 0,
|
||
|
["SDF", false], 2, 3,
|
||
|
]
|
||
|
|
||
|
pass = [ surface_create(1, 1), surface_create(1, 1) ];
|
||
|
|
||
|
static process_data = function(_outSurf, _data, _output_index, _array_index) {
|
||
|
var inSurf = _data[0];
|
||
|
var _side = _data[2];
|
||
|
var _dist = _data[3];
|
||
|
var sw = surface_get_width(inSurf);
|
||
|
var sh = surface_get_height(inSurf);
|
||
|
var n = max(sw, sh);
|
||
|
|
||
|
pass[0] = surface_verify(pass[0], n, n);
|
||
|
pass[1] = surface_verify(pass[1], n, n);
|
||
|
_outSurf = surface_verify(_outSurf, sw, sh);
|
||
|
|
||
|
surface_set_target(pass[0]);
|
||
|
draw_clear_alpha(0, 0);
|
||
|
BLEND_OVERRIDE;
|
||
|
|
||
|
shader_set(sh_sdf_tex);
|
||
|
draw_surface_safe(inSurf, 0, 0);
|
||
|
shader_reset();
|
||
|
|
||
|
BLEND_NORMAL;
|
||
|
surface_reset_target();
|
||
|
|
||
|
var step = ceil(log2(n));
|
||
|
var stepSize = power(2, step);
|
||
|
var bg = 0;
|
||
|
//step = 2;
|
||
|
|
||
|
repeat(step) {
|
||
|
stepSize /= 2;
|
||
|
bg = !bg;
|
||
|
|
||
|
surface_set_target(pass[bg]);
|
||
|
draw_clear_alpha(0, 0);
|
||
|
BLEND_OVERRIDE;
|
||
|
|
||
|
shader_set(sh_sdf);
|
||
|
shader_set_uniform_f(uniform_sdf_dim, n, n );
|
||
|
shader_set_uniform_f(uniform_sdf_stp, stepSize);
|
||
|
shader_set_uniform_i(uniform_sdf_sid, _side);
|
||
|
draw_surface_safe(pass[!bg], 0, 0);
|
||
|
shader_reset();
|
||
|
|
||
|
BLEND_NORMAL;
|
||
|
surface_reset_target();
|
||
|
}
|
||
|
|
||
|
surface_set_target(_outSurf);
|
||
|
draw_clear_alpha(0, 0);
|
||
|
BLEND_OVERRIDE;
|
||
|
|
||
|
shader_set(sh_sdf_dist);
|
||
|
shader_set_uniform_i(uniform_dst_sid, _side);
|
||
|
shader_set_uniform_f(uniform_dst_dst, _dist);
|
||
|
draw_surface_safe(pass[bg], 0, 0);
|
||
|
shader_reset();
|
||
|
|
||
|
BLEND_NORMAL;
|
||
|
surface_reset_target();
|
||
|
|
||
|
return _outSurf;
|
||
|
}
|
||
|
}
|