Pixel-Composer/scripts/node_erode/node_erode.gml

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function Node_Erode(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Erode";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
.setValidator(VV_min(0))
.setMappable(10);
inputs[| 2] = nodeValue("Preserve border",self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 3] = nodeValue("Use alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
inputs[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 6;
inputs[| 7] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
__init_mask_modifier(4); // inputs 8, 9,
/////////////////////////////////////////////////////////////////////////////////////////////////////
inputs[| 10] = nodeValue("Width map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone)
.setVisible(false, false);
/////////////////////////////////////////////////////////////////////////////////////////////////////
input_display_list = [ 6, 7,
["Surfaces", true], 0, 4, 5, 8, 9,
["Erode", false], 1, 10, 2, 3,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static step = function() { #region
__step_mask_modifier();
inputs[| 1].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
surface_set_shader(_outSurf, sh_erode);
shader_set_f("dimension", surface_get_width_safe(_data[0]), surface_get_height_safe(_data[0]));
shader_set_f_map("size" , _data[1], _data[10], inputs[| 1]);
shader_set_i("border" , _data[2]);
shader_set_i("alpha" , _data[3]);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]);
_outSurf = channel_apply(_data[0], _outSurf, _data[7]);
return _outSurf;
}
}