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https://github.com/Ttanasart-pt/Pixel-Composer.git
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68 lines
2.4 KiB
Plaintext
68 lines
2.4 KiB
Plaintext
globalvar BLEND_TYPES;
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BLEND_TYPES = [ "Normal", "Add", "Subtract", "Subtract keep alpha", "Multiply", "Multiply keep Alpha", "Screen", "Screen keep Alpha", "Contrast", "Overlay", "Maximum", "Minimum" ];
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enum BLEND_MODE {
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normal,
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add,
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subtract,
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subtract_alpha,
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multiply,
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multiply_alpha,
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screen,
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screen_alpha,
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contrast,
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overlay,
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maxx,
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minn,
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}
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function draw_surface_blend(background, foreground, blend, alpha, _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(blend) {
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case BLEND_MODE.normal : sh = sh_blend_normal break;
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case BLEND_MODE.add : sh = sh_blend_add; break;
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case BLEND_MODE.subtract : sh = sh_blend_subtract; break;
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case BLEND_MODE.subtract_alpha : sh = sh_blend_subtract_alpha; break;
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case BLEND_MODE.multiply : sh = sh_blend_multiply; break;
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case BLEND_MODE.multiply_alpha : sh = sh_blend_multiply_alpha; break;
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case BLEND_MODE.screen : sh = sh_blend_screen; break;
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case BLEND_MODE.screen_alpha : sh = sh_blend_screen_alpha; break;
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case BLEND_MODE.contrast : sh = sh_blend_contrast; break;
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case BLEND_MODE.overlay : sh = sh_blend_overlay; break;
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case BLEND_MODE.maxx : sh = sh_blend_max; break;
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case BLEND_MODE.minn : sh = sh_blend_min; break;
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}
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var uniform_foreground = shader_get_sampler_index(sh, "fore");
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var uniform_mask = shader_get_sampler_index(sh, "mask");
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var uniform_dim_rat = shader_get_uniform(sh, "dimension");
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var uniform_is_mask = shader_get_uniform(sh, "useMask");
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var uniform_alpha = shader_get_uniform(sh, "opacity");
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var uniform_tile = shader_get_uniform(sh, "tile_type");
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var surf = surface_get_target();
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var surf_w = surface_get_width(surf);
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var surf_h = surface_get_height(surf);
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if(is_surface(foreground)) {
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shader_set(sh);
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texture_set_stage(uniform_foreground, surface_get_texture(foreground));
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if(_mask) texture_set_stage(uniform_mask, surface_get_texture(_mask));
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shader_set_uniform_i(uniform_is_mask, _mask != 0? 1 : 0);
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shader_set_uniform_f_array(uniform_dim_rat, [ surface_get_width(background) / surface_get_width(foreground), surface_get_height(background) / surface_get_height(foreground) ]);
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shader_set_uniform_f(uniform_alpha, alpha);
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shader_set_uniform_i(uniform_tile, 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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} |