Pixel-Composer/scripts/draw_surface_blend/draw_surface_blend.gml
2024-03-14 20:35:19 +07:00

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