Pixel-Composer/scripts/draw_surface_blend/draw_surface_blend.gml
2022-12-12 15:08:03 +07:00

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globalvar BLEND_TYPES;
BLEND_TYPES = [ "Normal", "Add", "Subtract", "Subtract keep alpha", "Multiply", "Multiply keep Alpha", "Screen", "Screen keep Alpha", "Contrast", "Overlay", "Maximum", "Minimum" ];
enum BLEND_MODE {
normal,
add,
subtract,
subtract_alpha,
multiply,
multiply_alpha,
screen,
screen_alpha,
contrast,
overlay,
maxx,
minn,
}
function draw_surface_blend(background, foreground, blend, alpha, _mask = 0, tile = 0) {
if(!is_surface(background)) return;
if(!is_surface(foreground)) return;
var sh = sh_blend_normal
switch(blend) {
case BLEND_MODE.normal : sh = sh_blend_normal break;
case BLEND_MODE.add : sh = sh_blend_add; break;
case BLEND_MODE.subtract : sh = sh_blend_subtract; break;
case BLEND_MODE.subtract_alpha : sh = sh_blend_subtract_alpha; break;
case BLEND_MODE.multiply : sh = sh_blend_multiply; break;
case BLEND_MODE.multiply_alpha : sh = sh_blend_multiply_alpha; break;
case BLEND_MODE.screen : sh = sh_blend_screen; break;
case BLEND_MODE.screen_alpha : sh = sh_blend_screen_alpha; break;
case BLEND_MODE.contrast : sh = sh_blend_contrast; break;
case BLEND_MODE.overlay : sh = sh_blend_overlay; break;
case BLEND_MODE.maxx : sh = sh_blend_max; break;
case BLEND_MODE.minn : sh = sh_blend_min; break;
}
var uniform_foreground = shader_get_sampler_index(sh, "fore");
var uniform_mask = shader_get_sampler_index(sh, "mask");
var uniform_dim_rat = shader_get_uniform(sh, "dimension");
var uniform_is_mask = shader_get_uniform(sh, "useMask");
var uniform_alpha = shader_get_uniform(sh, "opacity");
var uniform_tile = shader_get_uniform(sh, "tile_type");
shader_set(sh);
texture_set_stage(uniform_foreground, surface_get_texture(foreground));
if(_mask) texture_set_stage(uniform_mask, surface_get_texture(_mask));
shader_set_uniform_i(uniform_is_mask, _mask != 0? 1 : 0);
shader_set_uniform_f_array(uniform_dim_rat, [ surface_get_width(background) / surface_get_width(foreground), surface_get_height(background) / surface_get_height(foreground) ]);
shader_set_uniform_f(uniform_alpha, alpha);
shader_set_uniform_i(uniform_tile, tile);
BLEND_OVERRIDE
draw_surface_safe(background, 0, 0);
BLEND_NORMAL
shader_reset();
}