mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
126 lines
3.9 KiB
Plaintext
126 lines
3.9 KiB
Plaintext
function Node_Outline(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Outline";
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batch_output = false;
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attributes.filter = array_create(9, 1);
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filtering_vl = false;
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filter_button = new buttonAnchor(function(ind) {
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if(mouse_press(mb_left))
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filtering_vl = !attributes.filter[ind];
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attributes.filter[ind] = filtering_vl;
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triggerRender();
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});
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Int("Width", self, 0))
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.setDisplay(VALUE_DISPLAY._default, { front_button : filter_button })
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.setValidator(VV_min(0))
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.setMappable(15);
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newInput(2, nodeValue_Color("Color", self, c_white));
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newInput(3, nodeValue_Bool("Blend", self, 0, "Blend outline color with the original color."));
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newInput(4, nodeValue_Float("Blend alpha", self, 1))
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.setDisplay(VALUE_DISPLAY.slider)
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.setMappable(16);
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newInput(5, nodeValue_Enum_Button("Position", self, 1, ["Inside", "Outside"]));
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newInput(6, nodeValue_Bool("Anti aliasing", self, 0));
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newInput(7, nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ]))
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.setTooltip("How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.");
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newInput(8, nodeValue_Int("Start", self, 0, "Shift outline inside, outside the shape."))
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.setMappable(17);
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newInput(9, nodeValue_Surface("Mask", self));
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newInput(10, nodeValue_Float("Mix", self, 1))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(11, nodeValue_Bool("Active", self, true));
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active_index = 11;
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newInput(12, nodeValue_Bool("Crop border", self, false));
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__init_mask_modifier(9); // inputs 13, 14
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//////////////////////////////////////////////////////////////////////////////////////////////////
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newInput(15, nodeValueMap("Width map", self));
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newInput(16, nodeValueMap("Blend alpha map", self));
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newInput(17, nodeValueMap("Start map", self));
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//////////////////////////////////////////////////////////////////////////////////////////////////
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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outputs[1] = nodeValue_Output("Outline", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 11,
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["Surfaces", true], 0, 9, 10, 13, 14,
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["Outline", false], 1, 15, 5, 8, 17, 12,
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["Render", false], 2, 6,
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["Blend", true, 3], 4, 16,
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];
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attribute_surface_depth();
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attribute_oversample();
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static step = function() { #region
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var _wid = getInputData(1);
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var _side = getInputData(5);
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inputs[12].setVisible(_side == 0);
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__step_mask_modifier();
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inputs[1].mappableStep();
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inputs[4].mappableStep();
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inputs[8].mappableStep();
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filter_button.index = attributes.filter;
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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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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var cl = _data[2];
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var blend = _data[3];
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var side = _data[5];
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var aa = _data[6];
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var sam = struct_try_get(attributes, "oversample");
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var _crop = _data[12];
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surface_set_shader(_outSurf, sh_outline);
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shader_set_f("dimension", ww, hh);
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shader_set_f_map("borderSize", _data[1], _data[15], inputs[1]);
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shader_set_f_map("borderStart", _data[8], _data[17], inputs[8]);
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shader_set_color("borderColor", cl);
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shader_set_i("side", side);
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shader_set_i("highRes", 0);
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shader_set_i("is_aa", aa);
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shader_set_i("outline_only", _output_index);
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shader_set_i("is_blend", blend);
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shader_set_f_map("blend_alpha", _data[4], _data[16], inputs[4]);
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shader_set_i("sampleMode", sam);
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shader_set_i("crop_border", _crop);
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shader_set_i("filter", attributes.filter);
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draw_surface_safe(_data[0]);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[9], _data[10]);
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return _outSurf;
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} #endregion
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} |