function Node_Normalize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Normalize"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_button, [ "BW", "RGB" ]); input_display_list = [ 0, 1 ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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() { } static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _mode = _data[1]; 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_seek(_bMax, buffer_seek_start, 0); buffer_seek(_bMin, buffer_seek_start, 0); 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); if(_mode == 0) { var _bmax = (_max[0] + _max[1] + _max[2]) / 3; var _bmin = (_min[0] + _min[1] + _min[2]) / 3; _max = [ _bmax, _bmax, _bmax ]; _min = [ _bmin, _bmin, _bmin ]; } surface_set_shader(_outSurf, sh_normalize); shader_set_f("cMax", _max); shader_set_f("cMin", _min); draw_surface_safe(_surf); surface_reset_shader(); return _outSurf; } }