mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-13 05:53:53 +01:00
83 lines
2.3 KiB
Plaintext
83 lines
2.3 KiB
Plaintext
function Node_RGB_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "RGBA Extract";
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batch_output = false;
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newInput(0, nodeValue_Surface("Surface In", self));
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newInput(1, nodeValue_Enum_Scroll("Output Type", self, 0, [ "Channel value", "Greyscale" ]));
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newInput(2, nodeValue_Bool("Keep Alpha", self, false));
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newInput(3, nodeValue_Bool("Output Array", self, false));
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outputs[0] = nodeValue_Output("Red", self, VALUE_TYPE.surface, noone);
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outputs[1] = nodeValue_Output("Green", self, VALUE_TYPE.surface, noone);
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outputs[2] = nodeValue_Output("Blue", self, VALUE_TYPE.surface, noone);
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outputs[3] = nodeValue_Output("Alpha", self, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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static step = function() { #region
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var _arr = getInputData(3);
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outputs[0].name = _arr? "RGBA" : "Red";
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outputs[0].setArrayDepth(_arr);
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outputs[1].setVisible(!_arr, !_arr);
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outputs[2].setVisible(!_arr, !_arr);
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outputs[3].setVisible(!_arr, !_arr);
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} #endregion
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static setShader = function(index, grey, _alp) {
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DRAW_CLEAR
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BLEND_OVERRIDE
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switch(index) {
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case 0 : shader_set(grey? sh_channel_R_grey : sh_channel_R); break;
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case 1 : shader_set(grey? sh_channel_G_grey : sh_channel_G); break;
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case 2 : shader_set(grey? sh_channel_B_grey : sh_channel_B); break;
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case 3 : shader_set(grey? sh_channel_A_grey : sh_channel_A); break;
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}
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shader_set_i("keepAlpha", _alp);
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}
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static resetShader = function() {
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shader_reset();
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BLEND_NORMAL
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}
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static processData = function(_outSurf, _data, output_index) { #region
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var _out = _data[1];
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var _alp = _data[2];
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var _arr = _data[3];
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if(_arr && output_index) return _outSurf;
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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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if(_arr) {
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for( var i = 0; i < 4; i++ ) {
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var _surf = array_safe_get_fast(_outSurf, i);
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_surf = surface_verify(_surf, _ww, _hh);
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_outSurf[i] = _surf;
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surface_set_target(_surf);
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setShader(i, _out, _alp);
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draw_surface_safe(_data[0]);
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resetShader();
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surface_reset_target();
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}
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} else {
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surface_set_target(_outSurf);
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setShader(output_index, _out, _alp);
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draw_surface_safe(_data[0]);
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resetShader();
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surface_reset_target();
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}
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return _outSurf;
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} #endregion
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} |