Pixel-Composer/scripts/node_blur_radial/node_blur_radial.gml
2023-01-01 08:06:02 +07:00

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