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