mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 15:06:22 +01:00
87 lines
No EOL
3 KiB
Text
87 lines
No EOL
3 KiB
Text
function Node_Bloom(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
|
|
name = "Bloom";
|
|
|
|
shader = sh_bloom_pass;
|
|
uniform_size = shader_get_uniform(shader, "size");
|
|
uniform_tole = shader_get_uniform(shader, "tolerance");
|
|
|
|
uniform_umsk = shader_get_uniform(shader, "useMask");
|
|
uniform_mask = shader_get_sampler_index(shader, "mask");
|
|
|
|
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
|
inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3, "Bloom blur radius.")
|
|
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 1] });
|
|
|
|
inputs[| 2] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5, "How bright a pixel should be to start blooming.")
|
|
.setDisplay(VALUE_DISPLAY.slider);
|
|
|
|
inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .25, "Blend intensity.")
|
|
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] });
|
|
|
|
inputs[| 4] = nodeValue("Bloom mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
|
|
|
inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
|
|
|
|
inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
|
|
.setDisplay(VALUE_DISPLAY.slider);
|
|
|
|
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
|
|
active_index = 7;
|
|
|
|
input_display_list = [ 7,
|
|
["Output", true], 0, 5, 6,
|
|
["Bloom", false], 1, 2, 3, 4,
|
|
]
|
|
|
|
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
|
|
|
attribute_surface_depth();
|
|
|
|
surface_blur_init();
|
|
|
|
static processData = function(_outSurf, _data, _output_index, _array_index) {
|
|
var _size = _data[1];
|
|
var _tole = _data[2];
|
|
var _stre = _data[3];
|
|
var _mask = _data[4];
|
|
var pass1 = surface_create_valid(surface_get_width_safe(_outSurf), surface_get_height_safe(_outSurf), attrDepth());
|
|
|
|
surface_set_target(pass1);
|
|
draw_clear_alpha(c_black, 1);
|
|
shader_set(shader);
|
|
shader_set_uniform_f(uniform_size, _size);
|
|
shader_set_uniform_f(uniform_tole, _tole);
|
|
|
|
shader_set_uniform_i(uniform_umsk, is_surface(_mask));
|
|
texture_set_stage(uniform_mask, surface_get_texture(_mask));
|
|
|
|
draw_surface_safe(_data[0], 0, 0);
|
|
shader_reset();
|
|
surface_reset_target();
|
|
|
|
var pass1blur = surface_apply_gaussian(pass1, _size, true, c_black, 1);
|
|
surface_free(pass1);
|
|
|
|
surface_set_target(_outSurf);
|
|
DRAW_CLEAR
|
|
BLEND_OVERRIDE;
|
|
|
|
var uniform_foreground = shader_get_sampler_index(sh_blend_add_alpha_adj, "fore");
|
|
var uniform_opacity = shader_get_uniform(sh_blend_add_alpha_adj, "opacity");
|
|
|
|
shader_set(sh_blend_add_alpha_adj);
|
|
texture_set_stage(uniform_foreground, surface_get_texture(pass1blur));
|
|
shader_set_uniform_f(uniform_opacity, _stre);
|
|
|
|
draw_surface_safe(_data[0], 0, 0);
|
|
|
|
shader_reset();
|
|
|
|
BLEND_NORMAL;
|
|
surface_reset_target();
|
|
|
|
_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
|
|
|
|
return _outSurf;
|
|
}
|
|
} |