Pixel-Composer/scripts/node_outline/node_outline.gml

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function Node_Outline(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Outline";
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();
});
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY._default, { front_button : filter_button })
.setMappable(15);
inputs[| 2] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 3] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Blend outline color with the original color.");
inputs[| 4] = nodeValue("Blend alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(16);
inputs[| 5] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
.setDisplay(VALUE_DISPLAY.enum_button, ["Inside", "Outside"]);
inputs[| 6] = nodeValue("Anti aliasing", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
inputs[| 8] = nodeValue("Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Shift outline inside, outside the shape.")
.setMappable(17);
inputs[| 9] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 10] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 11] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 11;
inputs[| 12] = nodeValue("Crop border", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
__init_mask_modifier(9); // inputs 13, 14
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 15] = nodeValueMap("Width map", self);
inputs[| 16] = nodeValueMap("Blend alpha map", self);
inputs[| 17] = nodeValueMap("Start map", self);
//////////////////////////////////////////////////////////////////////////////////////////////////
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Outline", self, JUNCTION_CONNECT.output, 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();
attributes.filter = array_create(9, 1);
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("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
}