function Node_Level(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Level"; shader = sh_level; uniform_wmin = shader_get_uniform(shader, "wmin"); uniform_wmax = shader_get_uniform(shader, "wmax"); uniform_rmin = shader_get_uniform(shader, "rmin"); uniform_rmax = shader_get_uniform(shader, "rmax"); uniform_gmin = shader_get_uniform(shader, "gmin"); uniform_gmax = shader_get_uniform(shader, "gmax"); uniform_bmin = shader_get_uniform(shader, "bmin"); uniform_bmax = shader_get_uniform(shader, "bmax"); uniform_amin = shader_get_uniform(shader, "amin"); uniform_amax = shader_get_uniform(shader, "amax"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("White", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 2] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 3] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 4] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [0, 1]) .setDisplay(VALUE_DISPLAY.slider_range); inputs[| 5] = nodeValue("Alpha", 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, 0); 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; 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, level_renderer, ["Output", true], 0, 6, 7, ["Level", false], 1, ["Channel", true], 2, 3, 4, 5 ]; 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 processData = function(_outSurf, _data, _output_index, _array_index) { #region var _wmin = min(_data[1][0], _data[1][1]); var _wmax = max(_data[1][0], _data[1][1]); var _rmin = min(_data[2][0], _data[2][1]); var _rmax = max(_data[2][0], _data[2][1]); var _gmin = min(_data[3][0], _data[3][1]); var _gmax = max(_data[3][0], _data[3][1]); var _bmin = min(_data[4][0], _data[4][1]); var _bmax = max(_data[4][0], _data[4][1]); var _amin = min(_data[5][0], _data[5][1]); var _amax = max(_data[5][0], _data[5][1]); surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; shader_set(shader); shader_set_uniform_f(uniform_wmin, _wmin); shader_set_uniform_f(uniform_wmax, _wmax); shader_set_uniform_f(uniform_rmin, _rmin); shader_set_uniform_f(uniform_rmax, _rmax); shader_set_uniform_f(uniform_gmin, _gmin); shader_set_uniform_f(uniform_gmax, _gmax); shader_set_uniform_f(uniform_bmin, _bmin); shader_set_uniform_f(uniform_bmax, _bmax); shader_set_uniform_f(uniform_amin, _amin); shader_set_uniform_f(uniform_amax, _amax); draw_surface_safe(_data[0], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[6], _data[7]); return _outSurf; } #endregion }