function Node_Outline(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Outline"; batch_output = false; attributes.filter = array_create(9, 1); filtering_vl = false; filter_button = new buttonAnchor(function(ind) { if(mouse_press(mb_left)) filtering_vl = !attributes.filter[ind]; attributes.filter[ind] = filtering_vl; triggerRender(); }); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY._default, { front_button : filter_button }) .setValidator(VV_min(0)) .setMappable(15); inputs[| 2] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 3] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Blend outline color with the original color."); inputs[| 4] = nodeValue("Blend alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider) .setMappable(16); inputs[| 5] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.enum_button, ["Inside", "Outside"]); inputs[| 6] = nodeValue("Anti aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0); inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.") .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]); inputs[| 8] = nodeValue("Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Shift outline inside, outside the shape.") .setMappable(17); inputs[| 9] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 10] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 11] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 11; inputs[| 12] = nodeValue("Crop border", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); __init_mask_modifier(9); // inputs 13, 14 ////////////////////////////////////////////////////////////////////////////////////////////////// inputs[| 15] = nodeValueMap("Width map", self); inputs[| 16] = nodeValueMap("Blend alpha map", self); inputs[| 17] = nodeValueMap("Start map", self); ////////////////////////////////////////////////////////////////////////////////////////////////// outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Outline", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 11, ["Surfaces", true], 0, 9, 10, 13, 14, ["Outline", false], 1, 15, 5, 8, 17, 12, ["Render", false], 2, 6, ["Blend", true, 3], 4, 16, ]; attribute_surface_depth(); attribute_oversample(); static step = function() { #region var _wid = getInputData(1); var _side = getInputData(5); inputs[| 12].setVisible(_side == 0); __step_mask_modifier(); inputs[| 1].mappableStep(); inputs[| 4].mappableStep(); inputs[| 8].mappableStep(); filter_button.index = attributes.filter; } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var ww = surface_get_width_safe(_data[0]); var hh = surface_get_height_safe(_data[0]); var cl = _data[2]; var blend = _data[3]; var side = _data[5]; var aa = _data[6]; var sam = struct_try_get(attributes, "oversample"); var _crop = _data[12]; surface_set_shader(_outSurf, sh_outline); shader_set_f("dimension", ww, hh); shader_set_f_map("borderSize", _data[1], _data[15], inputs[| 1]); shader_set_f_map("borderStart", _data[8], _data[17], inputs[| 8]); shader_set_color("borderColor", cl); shader_set_i("side", side); shader_set_i("highRes", 0); shader_set_i("is_aa", aa); shader_set_i("outline_only", _output_index); shader_set_i("is_blend", blend); shader_set_f_map("blend_alpha", _data[4], _data[16], inputs[| 4]); shader_set_i("sampleMode", sam); shader_set_i("crop_border", _crop); shader_set_i("filter", attributes.filter); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[9], _data[10]); return _outSurf; } #endregion }