mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
57 lines
2.2 KiB
Plaintext
57 lines
2.2 KiB
Plaintext
function Node_Convolution(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Convolution";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 1] = nodeValue("Kernel", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, array_create(9))
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.setDisplay(VALUE_DISPLAY.matrix, { size: 3 });
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inputs[| 2] = 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.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 3] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 4] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 5] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 5;
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inputs[| 6] = 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(3); // inputs 7, 8,
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 5, 6,
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["Surfaces", true], 0, 3, 4, 7, 8,
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["Kernel", false], 1,
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];
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attribute_surface_depth();
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attribute_oversample();
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static step = function() { #region
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__step_mask_modifier();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _ker = _data[1];
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var _sam = struct_try_get(attributes, "oversample");
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surface_set_shader(_outSurf, sh_convolution);
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shader_set_f("dimension", surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf));
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shader_set_f("kernel", _ker);
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shader_set_i("sampleMode", _sam);
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draw_surface_safe(_data[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[3], _data[4]);
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_outSurf = channel_apply(_data[0], _outSurf, _data[6]);
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return _outSurf;
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}
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} |