Pixel-Composer/scripts/node_blur_radial/node_blur_radial.gml
2023-05-03 21:42:17 +02:00

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function Node_Blur_Radial(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Radial Blur";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 45)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 2] = nodeValue("Center", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); });
inputs[| 3] = 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.")
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
inputs[| 4] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 5] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 6;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 6,
["Output", true], 0, 4, 5,
["Blur", false], 1, 2,
];
attribute_surface_depth();
attribute_oversample();
attribute_interpolation();
static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
var pos = inputs[| 2].getValue();
var px = _x + pos[0] * _s;
var py = _y + pos[1] * _s;
inputs[| 1].drawOverlay(active, px, py, _s, _mx, _my, _snx, _sny);
inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
}
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _str = _data[1];
var _cen = _data[2];
var _sam = ds_map_try_get(attributes, "oversample");
var _mask = _data[4];
var _mix = _data[5];
_cen[0] /= surface_get_width(_outSurf);
_cen[1] /= surface_get_height(_outSurf);
surface_set_shader(_outSurf, sh_blur_radial);
shader_set_interpolation(_data[0]);
shader_set_f("dimension", surface_get_width(_outSurf), surface_get_height(_outSurf));
shader_set_f("strength", abs(_str));
shader_set_f("center", _cen);
shader_set_i("sampleMode", _sam);
draw_surface_safe(_data[0], 0, 0);
surface_reset_shader();
_outSurf = mask_apply(_data[0], _outSurf, _mask, _mix);
return _outSurf;
}
}