mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
73 lines
2.7 KiB
Plaintext
73 lines
2.7 KiB
Plaintext
function Node_Outline(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Outline";
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shader = sh_outline;
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uniform_dim = shader_get_uniform(shader, "dimension");
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uniform_border_size = shader_get_uniform(shader, "borderSize");
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uniform_border_color = shader_get_uniform(shader, "borderColor");
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uniform_blend = shader_get_uniform(shader, "is_blend");
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uniform_blend_alpha = shader_get_uniform(shader, "blend_alpha");
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uniform_side = shader_get_uniform(shader, "side");
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uniform_aa = shader_get_uniform(shader, "is_aa");
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uniform_out_only = shader_get_uniform(shader, "outline_only");
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0);
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inputs[| 2] = nodeValue(2, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 3] = nodeValue(3, "Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
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inputs[| 4] = nodeValue(4, "Blend alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 5] = nodeValue(5, "Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
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.setDisplay(VALUE_DISPLAY.enum_button, ["Inside", "Outside"]);
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inputs[| 6] = nodeValue(6, "Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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outputs[| 1] = nodeValue(1, "Outline", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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static process_data = function(_outSurf, _data, _output_index) {
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var ww = surface_get_width(_data[0]);
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var hh = surface_get_height(_data[0]);
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var wd = _data[1];
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var cl = _data[2];
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var blend = _data[3];
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var alpha = _data[4];
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var side = _data[5];
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var aa = _data[6];
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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BLEND_ADD
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shader_set(shader);
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shader_set_uniform_f_array(uniform_dim, [ww, hh]);
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shader_set_uniform_f(uniform_border_size, wd);
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shader_set_uniform_f_array(uniform_border_color, [color_get_red(cl) / 255, color_get_green(cl) / 255, color_get_blue(cl) / 255, 1.0]);
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shader_set_uniform_i(uniform_side, side);
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shader_set_uniform_i(uniform_aa, aa);
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shader_set_uniform_i(uniform_out_only, _output_index);
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shader_set_uniform_i(uniform_blend, blend);
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shader_set_uniform_f(uniform_blend_alpha, alpha);
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draw_surface_safe(_data[0], 0, 0);
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shader_reset();
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BLEND_NORMAL
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surface_reset_target();
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return _outSurf;
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}
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static step = function() {
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var blend = inputs[| 3].getValue();
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inputs[| 4].setVisible(blend);
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}
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} |