Pixel-Composer/scripts/node_outline/node_outline.gml
Tanasart e888c23d45 mm
2024-08-18 14:13:41 +07:00

126 lines
3.9 KiB
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function Node_Outline(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Outline";
batch_output = false;
attributes.filter = array_create(9, 1);
filtering_vl = false;
filter_button = new buttonAnchor(function(ind) {
if(mouse_press(mb_left))
filtering_vl = !attributes.filter[ind];
attributes.filter[ind] = filtering_vl;
triggerRender();
});
newInput(0, nodeValue_Surface("Surface in", self));
newInput(1, nodeValue_Int("Width", self, 0))
.setDisplay(VALUE_DISPLAY._default, { front_button : filter_button })
.setValidator(VV_min(0))
.setMappable(15);
newInput(2, nodeValue_Color("Color", self, c_white));
newInput(3, nodeValue_Bool("Blend", self, 0, "Blend outline color with the original color."));
newInput(4, nodeValue_Float("Blend alpha", self, 1))
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(16);
newInput(5, nodeValue_Enum_Button("Position", self, 1, ["Inside", "Outside"]));
newInput(6, nodeValue_Bool("Anti aliasing", self, 0));
newInput(7, 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(8, nodeValue_Int("Start", self, 0, "Shift outline inside, outside the shape."))
.setMappable(17);
newInput(9, nodeValue_Surface("Mask", self));
newInput(10, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
newInput(11, nodeValue_Bool("Active", self, true));
active_index = 11;
newInput(12, nodeValue_Bool("Crop border", self, false));
__init_mask_modifier(9); // inputs 13, 14
//////////////////////////////////////////////////////////////////////////////////////////////////
newInput(15, nodeValueMap("Width map", self));
newInput(16, nodeValueMap("Blend alpha map", self));
newInput(17, nodeValueMap("Start map", self));
//////////////////////////////////////////////////////////////////////////////////////////////////
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
outputs[1] = nodeValue_Output("Outline", self, VALUE_TYPE.surface, noone);
input_display_list = [ 11,
["Surfaces", true], 0, 9, 10, 13, 14,
["Outline", false], 1, 15, 5, 8, 17, 12,
["Render", false], 2, 6,
["Blend", true, 3], 4, 16,
];
attribute_surface_depth();
attribute_oversample();
static step = function() { #region
var _wid = getInputData(1);
var _side = getInputData(5);
inputs[12].setVisible(_side == 0);
__step_mask_modifier();
inputs[1].mappableStep();
inputs[4].mappableStep();
inputs[8].mappableStep();
filter_button.index = attributes.filter;
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var ww = surface_get_width_safe(_data[0]);
var hh = surface_get_height_safe(_data[0]);
var cl = _data[2];
var blend = _data[3];
var side = _data[5];
var aa = _data[6];
var sam = struct_try_get(attributes, "oversample");
var _crop = _data[12];
surface_set_shader(_outSurf, sh_outline);
shader_set_f("dimension", ww, hh);
shader_set_f_map("borderSize", _data[1], _data[15], inputs[1]);
shader_set_f_map("borderStart", _data[8], _data[17], inputs[8]);
shader_set_color("borderColor", cl);
shader_set_i("side", side);
shader_set_i("highRes", 0);
shader_set_i("is_aa", aa);
shader_set_i("outline_only", _output_index);
shader_set_i("is_blend", blend);
shader_set_f_map("blend_alpha", _data[4], _data[16], inputs[4]);
shader_set_i("sampleMode", sam);
shader_set_i("crop_border", _crop);
shader_set_i("filter", attributes.filter);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[9], _data[10]);
return _outSurf;
} #endregion
}