function Node_Level(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Level"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 1] = nodeValue("White in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 2] = nodeValue("Red in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 3] = nodeValue("Green in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 4] = nodeValue("Blue in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 5] = nodeValue("Alpha in", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 6] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 7] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider); inputs[| 8] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 8; inputs[| 9] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111) .setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) }); __init_mask_modifier(6); // inputs 10, 11 inputs[| 12] = nodeValue("White out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 13] = nodeValue("Red out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 14] = nodeValue("Green out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 15] = nodeValue("Blue out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 16] = nodeValue("Alpha out", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); level_renderer = new Inspector_Custom_Renderer(function(_x, _y, _w, _m, _hover, _focus) { #region var _h = 128; var x0 = _x; var x1 = _x + _w; var y0 = _y; var y1 = _y + _h; draw_set_color(COLORS.node_level_shade); var _wh = getInputData(1); var _wmin = min(_wh[0], _wh[1]); var _wmax = max(_wh[0], _wh[1]); draw_rectangle(x0, y0, x0 + max(0, _wmin) * _w, y1, false); draw_rectangle(x0 + min(1, _wmax) * _w, y0, x1, y1, false); for( var i = 0; i < 4; i++ ) { var _bx = x1 - 20 - i * 24; var _by = y0; if(buttonInstant(THEME.button_hide, _bx, _by, 20, 20, _m, _focus, _hover) == 2) histShow[i] = !histShow[i]; draw_sprite_ui_uniform(THEME.circle, 0, _bx + 10, _by + 10, 1, COLORS.histogram[i], 0.5 + histShow[i] * 0.5); } if(histMax > 0) histogramDraw(x0, y1, _w, _h); draw_set_color(COLORS.node_level_outline); draw_rectangle(x0, y0, x1, y1, true); return _h; }); #endregion input_display_list = [ 8, 9, level_renderer, ["Surfaces", true], 0, 6, 7, 10, 11, ["Brightness", false], 1, 12, ["Red", false], 2, 13, ["Green", false], 3, 14, ["Blue", false], 4, 15, ["Alpha", false], 5, 16, ]; histogramInit(); static onInspect = function() { if(array_length(current_data) > 0) histogramUpdate(current_data[0]); } static onValueFromUpdate = function(index) { #region if(index == 0) { doUpdate(); if(array_length(current_data) > 0) histogramUpdate(current_data[0]); } } #endregion static step = function() { #region __step_mask_modifier(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _wi = _data[1]; var _ri = _data[2]; var _gi = _data[3]; var _bi = _data[4]; var _ai = _data[5]; var _wo = _data[12]; var _ro = _data[13]; var _go = _data[14]; var _bo = _data[15]; var _ao = _data[16]; surface_set_shader(_outSurf, sh_level); shader_set_f("lwi", _wi); shader_set_f("lri", _ri); shader_set_f("lgi", _gi); shader_set_f("lbi", _bi); shader_set_f("lai", _ai); shader_set_f("lwo", _wo); shader_set_f("lro", _ro); shader_set_f("lgo", _go); shader_set_f("lbo", _bo); shader_set_f("lao", _ao); draw_surface_safe(_data[0]); surface_reset_shader(); __process_mask_modifier(_data); _outSurf = mask_apply(_data[0], _outSurf, _data[6], _data[7]); _outSurf = channel_apply(_data[0], _outSurf, _data[9]); return _outSurf; } #endregion }