function Node_Camera(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor { name = "Camera"; preview_alpha = 0.5; shader = sh_camera; uni_backg = shader_get_sampler_index(shader, "backg"); uni_scene = shader_get_sampler_index(shader, "scene"); uni_dim_scn = shader_get_uniform(shader, "scnDimension"); uni_dim_cam = shader_get_uniform(shader, "camDimension"); uni_pos = shader_get_uniform(shader, "position"); uni_zom = shader_get_uniform(shader, "zoom"); uni_sam_mod = shader_get_uniform(shader, "sampleMode"); uni_blur = shader_get_uniform(shader, "blur"); inputs[| 0] = nodeValue(0, "Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Focus area", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, [ 16, 16, 4, 4, AREA_SHAPE.rectangle ]) .setDisplay(VALUE_DISPLAY.area, function() { return getDimension(0); }); inputs[| 2] = nodeValue(2, "Zoom", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [ 0.01, 4, 0.01 ]); inputs[| 3] = nodeValue(3, "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" ]); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); input_display_list = [ ["Surface", false], 0, 3, ["Camera", false], 1, 2, ["Elements", true], ]; input_display_len = array_length(input_display_list); input_fix_len = ds_list_size(inputs); data_length = 2; function createNewInput() { var index = ds_list_size(inputs); var _s = floor((index - input_fix_len) / data_length); inputs[| index + 0] = nodeValue( index + 0, "Element " + string(_s), self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| index + 1] = nodeValue( index + 1, "Parallax " + string(_s), self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0, 0 ] ) .setDisplay(VALUE_DISPLAY.vector) .setUnitRef(function(index) { return getDimension(index); }); array_push(input_display_list, index + 0); array_push(input_display_list, index + 1); } if(!LOADING && !APPENDING) createNewInput(); static refreshDynamicInput = function() { var _in = ds_list_create(); for( var i = 0; i < input_fix_len; i++ ) ds_list_add(_in, inputs[| i]); array_resize(input_display_list, input_display_len); for( var i = input_fix_len; i < ds_list_size(inputs); i += data_length ) { if(inputs[| i].value_from) { ds_list_add(_in, inputs[| i + 0]); ds_list_add(_in, inputs[| i + 1]); array_push(input_display_list, i + 0); array_push(input_display_list, i + 1); } else { delete inputs[| i + 0]; delete inputs[| i + 1]; } } for( var i = 0; i < ds_list_size(_in); i++ ) _in[| i].index = i; ds_list_destroy(inputs); inputs = _in; createNewInput(); } static onValueFromUpdate = function(index) { if(index < input_fix_len) return; if(LOADING || APPENDING) return; refreshDynamicInput(); } static getPreviewValue = function() { return inputs[| 0]; } static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { if(array_length(current_data) == 0) return; var _out = outputs[| 0].getValue(); var _area = current_data[1]; var _zoom = current_data[2]; var _px = _x + (_area[0] - _area[2] * _zoom) * _s; var _py = _y + (_area[1] - _area[3] * _zoom) * _s; draw_surface_ext_safe(_out, _px, _py, _s * _zoom, _s * _zoom); inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); draw_set_color(COLORS._main_accent); var x0 = _px; var y0 = _py; var x1 = x0 + _area[2] * 2 * _zoom * _s; var y1 = y0 + _area[3] * 2 * _zoom * _s; draw_rectangle_dashed(x0, y0, x1, y1); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var _area = _data[1]; var _zoom = _data[2]; var _samp = _data[3]; var _dw = round(surface_valid_size(_area[2]) * 2); var _dh = round(surface_valid_size(_area[3]) * 2); _outSurf = surface_verify(_outSurf, _dw, _dh); var pingpong = [ surface_create(_dw, _dh), surface_create(_dw, _dh) ]; var ppInd = 0; surface_set_target(pingpong[0]); draw_clear_alpha(0, 0); BLEND_OVERRIDE draw_surface(_data[0], 0, 0); BLEND_NORMAL surface_reset_target(); surface_set_target(pingpong[1]); draw_clear_alpha(0, 0); surface_reset_target(); var _px = round(_area[0]); var _py = round(_area[1]); shader_set(shader); shader_set_uniform_f(uni_dim_cam, _dw, _dh); shader_set_uniform_f(uni_zom, _zoom); shader_set_uniform_i(uni_sam_mod, _samp); var amo = (ds_list_size(inputs) - input_fix_len) / data_length - 1; for( var i = 0; i < amo; i++ ) { ppInd = !ppInd; surface_set_target(pingpong[ppInd]); var ind = input_fix_len + i * data_length; var sz = _data[ind + 1][2]; var sx = _data[ind + 1][0] * sz * _px; var sy = _data[ind + 1][1] * sz * _py; var _surface = _data[ind]; var _scnW = surface_get_width(_surface); var _scnH = surface_get_height(_surface); shader_set_uniform_f(uni_dim_scn, _scnW, _scnH); shader_set_uniform_f(uni_blur, sz); shader_set_uniform_f(uni_pos, (_px + sx) / _scnW, (_py + sy) / _scnH); texture_set_stage(uni_backg, surface_get_texture(pingpong[!ppInd])); texture_set_stage(uni_scene, surface_get_texture(_surface)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, _dw, _dh, 0, c_white, 1); surface_reset_target(); } shader_reset(); surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVERRIDE draw_surface(pingpong[ppInd], 0, 0); BLEND_NORMAL surface_reset_target(); surface_free(pingpong[0]); surface_free(pingpong[1]); return _outSurf; } static postDeserialize = function() { var _inputs = load_map[? "inputs"]; for(var i = input_fix_len; i < ds_list_size(_inputs); i += data_length) createNewInput(); } }