Pixel-Composer/scripts/node_normalize/node_normalize.gml

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function Node_Normalize(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Normalize";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_button, [ "BW", "RGB" ]);
input_display_list = [ 0, 1 ];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
temp_surface = [ surface_create(1, 1), surface_create(1, 1), surface_create(1, 1), surface_create(1, 1) ];
static step = function() {
}
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _surf = _data[0];
var _mode = _data[1];
var _sw = surface_get_width(_surf);
var _sh = surface_get_height(_surf);
var _itr = ceil(logn(4, _sw * _sh / 1024));
var _sww = ceil(_sw / 2);
var _shh = ceil(_sh / 2);
for (var i = 0, n = array_length(temp_surface); i < n; i++)
temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh);
surface_set_shader(temp_surface[0]);
draw_surface_safe(_surf);
surface_reset_shader();
surface_set_shader(temp_surface[1]);
draw_surface_safe(_surf);
surface_reset_shader();
surface_clear(temp_surface[2]);
surface_clear(temp_surface[3]);
var _ind = 1;
repeat(_itr) {
surface_resize(temp_surface[(_ind) * 2 + 0], _sww, _shh);
surface_resize(temp_surface[(_ind) * 2 + 1], _sww, _shh);
shader_set(sh_get_max_downsampled);
surface_set_target_ext(0, temp_surface[(_ind) * 2 + 0]);
surface_set_target_ext(1, temp_surface[(_ind) * 2 + 1]);
shader_set_f("dimension", _sww, _shh);
shader_set_surface("surfaceMax", temp_surface[(!_ind) * 2 + 0]);
shader_set_surface("surfaceMin", temp_surface[(!_ind) * 2 + 1]);
draw_sprite_stretched(s_fx_pixel, 0, 0, 0, _sww, _shh);
surface_reset_target();
shader_reset();
_sww = ceil(_sww / 2);
_shh = ceil(_shh / 2);
_ind = !_ind;
}
var _sMax = temp_surface[(!_ind) * 2 + 0];
var _sMin = temp_surface[(!_ind) * 2 + 1];
var _ssw = surface_get_width(_sMax);
var _ssh = surface_get_height(_sMax);
var _max = [ 0, 0, 0 ];
var _min = [ 1, 1, 1 ];
var _bMax = buffer_from_surface(_sMax, false);
var _bMin = buffer_from_surface(_sMin, false);
buffer_seek(_bMax, buffer_seek_start, 0);
buffer_seek(_bMin, buffer_seek_start, 0);
repeat(_ssw * _ssh) {
var _cc = buffer_read(_bMax, buffer_u32);
_max[0] = max(_max[0], _color_get_red(_cc));
_max[1] = max(_max[1], _color_get_green(_cc));
_max[2] = max(_max[2], _color_get_blue(_cc));
var _cc = buffer_read(_bMin, buffer_u32);
_min[0] = min(_min[0], _color_get_red(_cc));
_min[1] = min(_min[1], _color_get_green(_cc));
_min[2] = min(_min[2], _color_get_blue(_cc));
}
buffer_delete(_bMax);
buffer_delete(_bMin);
if(_mode == 0) {
var _bmax = (_max[0] + _max[1] + _max[2]) / 3;
var _bmin = (_min[0] + _min[1] + _min[2]) / 3;
_max = [ _bmax, _bmax, _bmax ];
_min = [ _bmin, _bmin, _bmin ];
}
surface_set_shader(_outSurf, sh_normalize);
shader_set_f("cMax", _max);
shader_set_f("cMin", _min);
draw_surface_safe(_surf);
surface_reset_shader();
return _outSurf;
}
}