mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
89 lines
3.4 KiB
Plaintext
89 lines
3.4 KiB
Plaintext
function Node_Outline(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Outline";
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue("Width", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0);
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inputs[| 2] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
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inputs[| 3] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0, "Blend outline color with the original color.");
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inputs[| 4] = nodeValue("Blend alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 5] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
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.setDisplay(VALUE_DISPLAY.enum_button, ["Inside", "Outside"]);
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inputs[| 6] = nodeValue("Anti alising", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
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inputs[| 7] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
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inputs[| 8] = nodeValue("Start", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "Shift outline inside, outside the shape.");
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inputs[| 9] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 10] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 11] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 11;
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inputs[| 12] = nodeValue("Crop border", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Outline", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 11,
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["Output", true], 0, 9, 10,
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["Outline", false], 1, 5, 8, 12,
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["Render", false], 2, 3, 4, 6,
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];
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attribute_surface_depth();
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attribute_oversample();
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static step = function() { #region
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var blend = getInputData(3);
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var _side = getInputData(5);
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inputs[| 4].setVisible(blend);
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inputs[| 12].setVisible(_side == 0);
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var ww = surface_get_width_safe(_data[0]);
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var hh = surface_get_height_safe(_data[0]);
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var wd = _data[1];
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var cl = _data[2];
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var blend = _data[3];
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var alpha = _data[4];
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var side = _data[5];
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var aa = _data[6];
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var sam = struct_try_get(attributes, "oversample");
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var bst = _data[8];
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var _crop = _data[12];
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surface_set_shader(_outSurf, sh_outline);
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shader_set_f("dimension", ww, hh);
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shader_set_f("borderStart", bst);
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shader_set_f("borderSize", wd);
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shader_set_color("borderColor", cl);
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shader_set_i("side", side);
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shader_set_i("is_aa", aa);
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shader_set_i("outline_only", _output_index);
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shader_set_i("is_blend", blend);
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shader_set_f("blend_alpha", alpha);
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shader_set_i("sampleMode", sam);
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shader_set_i("crop_border", _crop);
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draw_surface_safe(_data[0], 0, 0);
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surface_reset_shader();
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_outSurf = mask_apply(_data[0], _outSurf, _data[9], _data[10]);
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return _outSurf;
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} #endregion
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} |