mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
83 lines
No EOL
2.6 KiB
Text
83 lines
No EOL
2.6 KiB
Text
function Node_RGB_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "RGBA Extract";
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inputs[| 0] = nodeValue("Surface In", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Output Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Channel value", "Greyscale" ]);
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inputs[| 2] = nodeValue("Keep Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 3] = nodeValue("Output Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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outputs[| 0] = nodeValue("Red", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Green", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 2] = nodeValue("Blue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static step = function() { #region
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var _arr = getInputData(3);
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outputs[| 0].name = _arr? "RGBA" : "Red";
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outputs[| 0].setArrayDepth(_arr);
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outputs[| 1].setVisible(!_arr, !_arr);
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outputs[| 2].setVisible(!_arr, !_arr);
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outputs[| 3].setVisible(!_arr, !_arr);
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} #endregion
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static setShader = function(index, grey, _alp) {
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DRAW_CLEAR
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BLEND_OVERRIDE
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switch(index) {
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case 0 : shader_set(grey? sh_channel_R_grey : sh_channel_R); break;
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case 1 : shader_set(grey? sh_channel_G_grey : sh_channel_G); break;
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case 2 : shader_set(grey? sh_channel_B_grey : sh_channel_B); break;
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case 3 : shader_set(grey? sh_channel_A_grey : sh_channel_A); break;
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}
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shader_set_i("keepAlpha", _alp);
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}
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static resetShader = function() {
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shader_reset();
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BLEND_NORMAL
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}
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static processData = function(_outSurf, _data, output_index) { #region
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var _out = _data[1];
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var _alp = _data[2];
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var _arr = _data[3];
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if(_arr && output_index) return _outSurf;
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var _ww = surface_get_width_safe(_data[0]);
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var _hh = surface_get_height_safe(_data[0]);
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if(_arr) {
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for( var i = 0; i < 4; i++ ) {
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var _surf = array_safe_get_fast(_outSurf, i);
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_surf = surface_verify(_surf, _ww, _hh);
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_outSurf[i] = _surf;
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surface_set_target(_surf);
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setShader(i, _out, _alp);
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draw_surface_safe(_data[0]);
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resetShader();
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surface_reset_target();
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}
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} else {
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surface_set_target(_outSurf);
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setShader(output_index, _out, _alp);
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draw_surface_safe(_data[0]);
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resetShader();
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surface_reset_target();
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}
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return _outSurf;
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} #endregion
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} |