Pixel-Composer/scripts/node_grain/node_grain.gml

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function Node_Grain(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Grain";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 3;
inputs[| 4] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
__init_mask_modifier(1); // inputs 5, 6
inputs[| 7] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(8);
inputs[| 8] = nodeValueMap("Brightness map", self);
inputs[| 9] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 9].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 10] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(11);
inputs[| 11] = nodeValueMap("Red map", self);
inputs[| 12] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(13);
inputs[| 13] = nodeValueMap("Green map", self);
inputs[| 14] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(15);
inputs[| 15] = nodeValueMap("Blue map", self);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 16] = nodeValue("Hue", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(17);
inputs[| 17] = nodeValueMap("Hue map", self);
inputs[| 18] = nodeValue("Saturation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(19);
inputs[| 19] = nodeValueMap("Saturation map", self);
inputs[| 20] = nodeValue("Value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(21);
inputs[| 21] = nodeValueMap("Value map", self);
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 22] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Additive", "Multiply", "Screen", "Overlay" ])
inputs[| 23] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Additive", "Multiply", "Screen" ])
inputs[| 24] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Additive", "Multiply", "Screen" ])
input_display_list = [ 3, 4, 9,
["Surfaces", true], 0, 1, 2, 5, 6,
["Brightness", false], 22, /**/ 7, 8,
["RGB", false], 23, /**/ 10, 11, 12, 13, 14, 15,
["HSV", false], 24, /**/ 16, 17, 18, 19, 20, 21,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static step = function() {
__step_mask_modifier();
inputs[| 7].mappableStep();
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
surface_set_shader(_outSurf, sh_grain);
shader_set_f("seed", _data[9]);
shader_set_f_map("brightness", _data[ 7], _data[ 8], inputs[| 7]);
shader_set_f_map("red", _data[10], _data[11], inputs[| 10]);
shader_set_f_map("green", _data[12], _data[13], inputs[| 12]);
shader_set_f_map("blue", _data[14], _data[15], inputs[| 14]);
shader_set_f_map("hue", _data[16], _data[17], inputs[| 16]);
shader_set_f_map("sat", _data[18], _data[19], inputs[| 18]);
shader_set_f_map("val", _data[20], _data[21], inputs[| 20]);
shader_set_i("bmBright", _data[22]);
shader_set_i("bmRGB", _data[23]);
shader_set_i("bmHSV", _data[24]);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
return _outSurf;
}
}