function Node_Posterize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Posterize"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Palette("Palette", self, array_clone(DEF_PALETTE))); newInput(2, nodeValue_Bool("Use palette", self, true)); newInput(3, nodeValue_Int("Steps", self, 4)) .setDisplay(VALUE_DISPLAY.slider, { range: [2, 16, 0.1] }); newInput(4, nodeValue_Float("Gamma", self, 1)) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 2, 0.01] }) .setMappable(7); newInput(5, nodeValue_Bool("Active", self, true)); active_index = 5; newInput(6, nodeValue_Bool("Posterize alpha", self, true)); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(7, nodeValueMap("Gamma map", self)); ////////////////////////////////////////////////////////////////////////////////////////////////// newInput(8, nodeValue_Enum_Button("Space", self, 0, [ "RGB", "LAB" ])); input_display_list = [ 5, 0, ["Palette", false, 2], 1, 3, 4, 7, 8, ["Alpha", false], 6, ]; outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); attribute_surface_depth(); temp_surface = [ surface_create(1, 1), surface_create(1, 1), surface_create(1, 1), surface_create(1, 1) ]; static step = function() { var _use_pal = getInputData(2); inputs[1].setVisible(_use_pal); inputs[3].setVisible(!_use_pal); inputs[4].setVisible(!_use_pal); inputs[4].mappableStep(); inputs[8].setVisible(_use_pal); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _pal = _data[1]; var _use_pal = _data[2]; var _alp = _data[6]; var _spce = _data[8]; if(_use_pal) { surface_set_shader(_outSurf, sh_posterize_palette); shader_set_palette(_pal, "palette", "keys"); shader_set_i("alpha", _alp); shader_set_i("space", _spce); draw_surface_safe(_surf); surface_reset_shader(); } else { #region get range var _sw = surface_get_width(_surf); var _sh = surface_get_height(_surf); var _itr = ceil(logn(4, _sw * _sh / 1024)); var _sww = ceil(_sw / 2); var _shh = ceil(_sh / 2); for (var i = 0, n = array_length(temp_surface); i < n; i++) temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh); surface_set_shader(temp_surface[0]); draw_surface_safe(_surf); surface_reset_shader(); surface_set_shader(temp_surface[1]); draw_surface_safe(_surf); surface_reset_shader(); surface_clear(temp_surface[2]); surface_clear(temp_surface[3]); var _ind = 1; repeat(_itr) { surface_resize(temp_surface[(_ind) * 2 + 0], _sww, _shh); surface_resize(temp_surface[(_ind) * 2 + 1], _sww, _shh); shader_set(sh_get_max_downsampled); surface_set_target_ext(0, temp_surface[(_ind) * 2 + 0]); surface_set_target_ext(1, temp_surface[(_ind) * 2 + 1]); shader_set_f("dimension", _sww, _shh); shader_set_surface("surfaceMax", temp_surface[(!_ind) * 2 + 0]); shader_set_surface("surfaceMin", temp_surface[(!_ind) * 2 + 1]); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _sww, _shh); surface_reset_target(); shader_reset(); _sww = ceil(_sww / 2); _shh = ceil(_shh / 2); _ind = !_ind; } var _sMax = temp_surface[(!_ind) * 2 + 0]; var _sMin = temp_surface[(!_ind) * 2 + 1]; var _ssw = surface_get_width(_sMax); var _ssh = surface_get_height(_sMax); var _max = [ 0, 0, 0 ]; var _min = [ 1, 1, 1 ]; var _bMax = buffer_from_surface(_sMax, false); var _bMin = buffer_from_surface(_sMin, false); buffer_to_start(_bMax); buffer_to_start(_bMin); repeat(_ssw * _ssh) { var _cc = buffer_read(_bMax, buffer_u32); _max[0] = max(_max[0], _color_get_red(_cc)); _max[1] = max(_max[1], _color_get_green(_cc)); _max[2] = max(_max[2], _color_get_blue(_cc)); var _cc = buffer_read(_bMin, buffer_u32); _min[0] = min(_min[0], _color_get_red(_cc)); _min[1] = min(_min[1], _color_get_green(_cc)); _min[2] = min(_min[2], _color_get_blue(_cc)); } buffer_delete(_bMax); buffer_delete(_bMin); #endregion surface_set_shader(_outSurf, sh_posterize); shader_set_f("cMax", _max); shader_set_f("cMin", _min); shader_set_f("colors", _data[3]); shader_set_f_map("gamma", _data[4], _data[7], inputs[4]); shader_set_i("alpha", _alp); draw_surface_safe(_surf); surface_reset_shader(); } return _outSurf; } }