Pixel-Composer/scripts/node_channels/node_channels.gml
2022-01-18 11:31:19 +07:00

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function Node_create_RGB_Channel(_x, _y) {
var node = new Node_RGB_Channel(_x, _y);
ds_list_add(PANEL_GRAPH.nodes_list, node);
return node;
}
function Node_RGB_Channel(_x, _y) : Node_Processor(_x, _y) constructor {
name = "RGB Channel";
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
outputs[| 0] = nodeValue(0, "Surface red", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
outputs[| 1] = nodeValue(1, "Surface green", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
outputs[| 2] = nodeValue(2, "Surface blue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, surface_create(1, 1));
static process_data = function(_outSurf, _data, output_index) {
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
switch(output_index) {
case 0 : shader_set(sh_channel_R); break;
case 1 : shader_set(sh_channel_G); break;
case 2 : shader_set(sh_channel_B); break;
}
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}