Pixel-Composer/scripts/node_pixel_math/node_pixel_math.gml
2024-10-18 09:47:55 +07:00

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function Node_Pixel_Math(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Pixel Math";
newInput(0, nodeValue_Surface("Surface in", self));
newInput(1, nodeValue_Bool("Active", self, true));
active_index = 1;
newInput(2, nodeValue_Surface("Mask", self));
newInput(3, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
newInput(4, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
__init_mask_modifier(2); // inputs 5, 6,
oprList = [ "Add", "Subtract", "Multiply", "Divide", "Power", "Root", "Sin", "Cos", "Tan", "Modulo",
"Floor", "Ceil", "Round", "Abs", "Clamp" ];
newInput(7, nodeValue_Enum_Scroll("Operator", self, 0, oprList));
newInput(8, nodeValue_Vec4("Operand", self, [ 0, 0, 0, 0 ]));
newInput(9, nodeValue_Vec2("Range", self, [ 0, 0 ]));
newInput(10, nodeValue_Enum_Button("Operand type", self, 0, [ "Vec4", "Surface" ]));
newInput(11, nodeValue_Surface("Operand surface", self));
newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
input_display_list = [ 1, 4,
["Surfaces", false], 0, 2, 3, 5, 6,
["Operation", false], 7, 10, 8, 9, 11,
]
attribute_surface_depth();
static step = function() {
__step_mask_modifier();
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var type = _data[7];
var op4 = _data[8];
var op2 = _data[9];
var opType = _data[10];
var opS = _data[11];
var _oprand = oprList[type];
setDisplayName(_oprand);
if(opType == 0) {
switch(_oprand) {
case "Add" :
case "Subtract" :
case "Multiply" :
case "Divide" :
case "Power" :
case "Root" :
case "Modulo" :
inputs[8].setVisible( true);
inputs[9].setVisible(false);
break;
case "Sin" :
case "Cos" :
case "Tan" :
case "Floor" :
case "Ceil" :
case "Round" :
case "Abs" :
inputs[8].setVisible(false);
inputs[9].setVisible(false);
break;
case "Clamp" :
inputs[8].setVisible(false);
inputs[9].setVisible( true);
break;
}
inputs[11].setVisible(false, false);
} else {
inputs[ 8].setVisible(false);
inputs[ 9].setVisible(false);
inputs[11].setVisible(true, true);
}
surface_set_shader(_outSurf, sh_pixel_math);
shader_set_i("operator", type);
shader_set_i("operandType", opType );
shader_set_surface("operandSurf", opS );
shader_set_4("operand", _oprand == "Clamp"? [ op2[0], op2[1], 0, 0] : op4 );
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
return _outSurf;
}
}