Pixel-Composer/scripts/node_rgb_channel/node_rgb_channel.gml

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function Node_RGB_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "RGBA Extract";
inputs[| 0] = nodeValue("Surface In", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Output Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, ["Channel value", "Greyscale"]);
inputs[| 2] = nodeValue("Keep Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
outputs[| 0] = nodeValue("Red", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Green", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 2] = nodeValue("Blue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static processData = function(_outSurf, _data, output_index) { #region
var _out = _data[1];
var _alp = _data[2];
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE;
switch(output_index) {
case 0 : shader_set(_out? sh_channel_R_grey : sh_channel_R); break;
case 1 : shader_set(_out? sh_channel_G_grey : sh_channel_G); break;
case 2 : shader_set(_out? sh_channel_B_grey : sh_channel_B); break;
case 3 : shader_set(_out? sh_channel_A_grey : sh_channel_A); break;
}
shader_set_i("keepAlpha", _alp);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL;
surface_reset_target();
return _outSurf;
} #endregion
}