mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 23:13:53 +01:00
79 lines
2.2 KiB
Plaintext
79 lines
2.2 KiB
Plaintext
function Node_SDF(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "SDF";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Bool("Active", self, true));
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active_index = 1;
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newInput(2, nodeValue_Enum_Button("Side", self, 2, [ "Inside", "Outside", "Both" ]));
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newInput(3, nodeValue_Float("Max distance", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01 ] });
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newInput(4, nodeValue_Bool("Keep Alpha", self, false));
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newInput(5, nodeValue_Bool("Invert", self, false));
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 1,
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["Surfaces", false], 0,
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["SDF", false], 2, 3,
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["Render", false], 4, 5,
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]
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attribute_surface_depth();
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temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var inSurf = _data[0];
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var _side = _data[2];
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var _dist = _data[3];
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var _alph = _data[4];
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var _invt = _data[5];
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var sw = surface_get_width_safe(inSurf);
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var sh = surface_get_height_safe(inSurf);
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var _n = max(sw, sh);
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var cDep = attrDepth();
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temp_surface[0] = surface_verify(temp_surface[0], _n, _n, cDep);
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temp_surface[1] = surface_verify(temp_surface[1], _n, _n, cDep);
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_outSurf = surface_verify(_outSurf, sw, sh, cDep);
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surface_set_shader(temp_surface[0], sh_sdf_tex);
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draw_surface_safe(inSurf);
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surface_reset_shader();
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var _step = ceil(log2(_n));
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var stepSize = power(2, _step);
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var bg = 0;
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repeat(_step) {
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stepSize /= 2;
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bg = !bg;
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surface_set_shader(temp_surface[bg], sh_sdf);
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shader_set_f("dimension", _n, _n);
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shader_set_f("stepSize", stepSize);
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shader_set_i("side", _side);
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draw_surface_safe(temp_surface[!bg]);
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surface_reset_shader();
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}
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surface_set_shader(_outSurf, sh_sdf_dist);
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shader_set_surface("original", inSurf);
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shader_set_i("side", _side);
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shader_set_f("max_distance", _dist);
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shader_set_i("alpha", _alph);
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shader_set_i("invert", _invt);
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draw_surface_safe(temp_surface[bg]);
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surface_reset_shader();
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return _outSurf;
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}
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} |