Pixel-Composer/scripts/node_surface_replace/node_surface_replace.gml
2023-03-29 20:02:03 +07:00

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function Node_Surface_Replace(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Replace Image";
preview_channel = 1;
inputs[| 0] = nodeValue("Base image", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 1] = nodeValue("Target image", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 2] = nodeValue("Replacement image", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 3] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1 )
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01 ]);
outputs[| 0] = nodeValue("Mapping", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [
["Surface", false], 0, 1, 2,
["Repalcement", false], 3,
];
output_display_list = [ 1, 0 ]
temp_surface = [ surface_create(1, 1) ];
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _bas = _data[0];
var _tar = _data[1];
var _rep = _data[2];
var _thr = _data[3];
if(!is_surface(_tar)) return _outSurf;
if(!is_surface(_rep)) return _outSurf;
if(_output_index == 0) {
_outSurf = surface_verify(_outSurf, surface_get_width(_bas), surface_get_height(_bas));
surface_set_shader(_outSurf, sh_surface_replace_find);
DRAW_CLEAR
shader_set_f("dimension", surface_get_width(_bas), surface_get_height(_bas));
shader_set_surface("target", _tar);
shader_set_f("target_dim", surface_get_width(_tar), surface_get_height(_tar));
shader_set_f("threshold", _thr);
draw_surface_safe(_bas);
surface_reset_shader();
temp_surface[0] = _outSurf;
return _outSurf;
}
if(_output_index == 1) {
surface_set_shader(_outSurf, sh_surface_replace_replace);
DRAW_CLEAR
shader_set_surface("replace", _rep);
shader_set_f("replace_dim", surface_get_width(_rep), surface_get_height(_rep));
shader_set_surface("findRes", temp_surface[0]);
draw_surface_safe(_bas);
surface_reset_shader();
return _outSurf;
}
}
}