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https://github.com/Ttanasart-pt/Pixel-Composer.git
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76 lines
2.6 KiB
Plaintext
76 lines
2.6 KiB
Plaintext
function Node_Blur_Radial(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
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name = "Radial blur";
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shader = sh_blur_radial;
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uniform_str = shader_get_uniform(shader, "strength");
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uniform_cen = shader_get_uniform(shader, "center");
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uniform_blr = shader_get_uniform(shader, "blurMode");
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uniform_sam = shader_get_uniform(shader, "sampleMode");
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uniform_umk = shader_get_uniform(shader, "useMask");
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uniform_msk = shader_get_sampler_index(shader, "mask");
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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, "Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2);
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inputs[| 2] = nodeValue(2, "Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector)
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.setUnitRef(function(index) { return getDimension(index); });
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inputs[| 3] = nodeValue(3, "Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 4] = nodeValue(4, "Radial mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Start", "Middle", "End" ]);
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inputs[| 5] = nodeValue(5, "Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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input_display_list = [
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["Surface", false], 0, 3,
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["Blur", false], 1, 2, 4, 5
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];
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var pos = inputs[| 2].getValue();
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var px = _x + pos[0] * _s;
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var py = _y + pos[1] * _s;
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inputs[| 1].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny, 0, 64, THEME.anchor_scale_hori);
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inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var _str = _data[1];
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var _cen = _data[2];
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var _sam = _data[3];
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var _blr = _data[4];
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var _msk = _data[5];
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_cen[0] /= surface_get_width(_outSurf);
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_cen[1] /= surface_get_height(_outSurf);
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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BLEND_OVER
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shader_set(shader);
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shader_set_uniform_f(uniform_str, _str);
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shader_set_uniform_f_array(uniform_cen, _cen);
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shader_set_uniform_i(uniform_blr, _blr);
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shader_set_uniform_i(uniform_sam, _sam);
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shader_set_uniform_i(uniform_umk, is_surface(_msk));
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if(is_surface(_msk))
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texture_set_stage(uniform_msk, surface_get_texture(_msk));
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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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} |