Pixel-Composer/scripts/node_local_analyze/node_local_analyze.gml
Tanasart 782e6d8e1a p4
2024-08-20 15:15:53 +07:00

66 lines
No EOL
2.3 KiB
Text

function Node_Local_Analyze(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Local Analyze";
newInput(0, nodeValue_Surface("Surface in", self));
newInput(1, nodeValue_Enum_Scroll("Algorithm", self, 0, [ "Average (Blur)", "Maximum", "Minimum" ]));
newInput(2, nodeValue_Float("Size", self, 1))
.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 16, 0.1] });
newInput(3, nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ]))
.setTooltip("How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.");
newInput(4, nodeValue_Enum_Scroll("Shape", self, 0, [ new scrollItem("Square", s_node_shape_rectangle, 0),
new scrollItem("Circle", s_node_shape_circle, 0),
new scrollItem("Diamond", s_node_shape_misc, 0) ]));
newInput(5, nodeValue_Surface("Mask", self));
newInput(6, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
newInput(7, nodeValue_Bool("Active", self, true));
active_index = 7;
newInput(8, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
__init_mask_modifier(5); // inputs 9, 10
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
input_display_list = [ 7, 8,
["Surfaces", true], 0, 5, 6, 9, 10,
["Effect", false], 1, 2, 4,
];
attribute_surface_depth();
attribute_oversample();
static step = function() { #region
__step_mask_modifier();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _alg = _data[1];
var _siz = _data[2];
var _shp = _data[4];
var _sam = struct_try_get(attributes, "oversample");
surface_set_shader(_outSurf, sh_local_analyze);
shader_set_f("dimension" , surface_get_dimension(_data[0]));
shader_set_i("algorithm" , _alg);
shader_set_f("size" , _siz);
shader_set_i("shape" , _shp);
shader_set_i("sampleMode", _sam);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
_outSurf = channel_apply(_data[0], _outSurf, _data[8]);
return _outSurf;
}
}