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https://github.com/Ttanasart-pt/Pixel-Composer.git
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59 lines
2.1 KiB
Plaintext
59 lines
2.1 KiB
Plaintext
globalvar BLEND_TYPES;
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BLEND_TYPES = [
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"Normal", "Add", "Subtract", "Multiply", "Screen",
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"Overlay", "Hue", "Saturation", "Luminosity", "Maximum",
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"Minimum", "Replace", "Difference"
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];
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function draw_surface_blend(background, foreground, blend = 0, alpha = 1, _pre_alp = true, _mask = 0, tile = 0) {
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if(!is_surface(background)) return;
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var sh = sh_blend_normal
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switch(array_safe_get_fast(BLEND_TYPES, blend)) {
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case "Normal" : sh = sh_blend_normal break;
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case "Add" : sh = sh_blend_add; break;
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case "Subtract" : sh = sh_blend_subtract; break;
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case "Multiply" : sh = sh_blend_multiply; break;
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case "Screen" : sh = sh_blend_screen; break;
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case "Overlay" : sh = sh_blend_overlay; break;
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case "Hue" : sh = sh_blend_hue; break;
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case "Saturation" : sh = sh_blend_sat; break;
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case "Luminosity" : sh = sh_blend_luma; break;
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case "Maximum" : sh = sh_blend_max; break;
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case "Minimum" : sh = sh_blend_min; break;
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case "Replace" : sh = sh_blend_replace; break;
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case "Difference" : sh = sh_blend_difference; break;
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default: return;
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}
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var surf = surface_get_target();
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var surf_w = surface_get_width_safe(surf);
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var surf_h = surface_get_height_safe(surf);
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if(is_surface(foreground)) {
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shader_set(sh);
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shader_set_surface("fore", foreground);
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shader_set_surface("mask", _mask);
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shader_set_i("useMask", is_surface(_mask));
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shader_set_f("dimension", surface_get_width_safe(background) / surface_get_width_safe(foreground), surface_get_height_safe(background) / surface_get_height_safe(foreground));
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shader_set_f("opacity", alpha);
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shader_set_i("preserveAlpha", _pre_alp);
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shader_set_i("tile_type", tile);
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}
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BLEND_OVERRIDE
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draw_surface_stretched_safe(background, 0, 0, surf_w, surf_h);
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BLEND_NORMAL
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shader_reset();
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}
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function draw_surface_blend_ext(bg, fg, _x, _y, _sx = 1, _sy = 1, _rot = 0, _col = c_white, _alpha = 1, _blend = 0, _pre_alp = false) {
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surface_set_shader(blend_temp_surface);
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shader_set_interpolation(fg);
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draw_surface_ext_safe(fg, _x, _y, _sx, _sy, _rot, _col, 1);
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surface_reset_shader();
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draw_surface_blend(bg, blend_temp_surface, _blend, _alpha, _pre_alp);
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} |