Pixel-Composer/scripts/node_level/node_level.gml
2022-12-13 15:20:36 +07:00

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function Node_Level(_x, _y, _group = -1) : Node_Processor(_x, _y, _group) constructor {
name = "Level";
uniform_black = shader_get_uniform(sh_level, "black");
uniform_white = shader_get_uniform(sh_level, "white");
inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue(1, "Black", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
inputs[| 2] = nodeValue(2, "White", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [ 0, 1, 0.01]);
outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
level_renderer = new Inspector_Custom_Renderer(function(_x, _y, _w, _m, _hover, _focus) {
var _h = 128;
var x0 = _x;
var x1 = _x + _w;
var y0 = _y;
var y1 = _y + _h;
level_renderer.h = 128;
draw_set_color(COLORS.node_level_shade);
var _min = inputs[| 1].getValue();
var _max = inputs[| 2].getValue();
draw_rectangle(x0, y0, x0 + max(0, _min) * _w, y1, false);
draw_rectangle(x0 + min(1, _max) * _w, y0, x1, y1, false);
for( var i = 0; i < 4; i++ ) {
var _bx = x1 - 20 - i * 24;
var _by = y0;
if(buttonInstant(THEME.button_hide, _bx, _by, 20, 20, _m, _focus, _hover) == 2)
histShow[i] = !histShow[i];
draw_sprite_ui_uniform(THEME.circle, 0, _bx + 10, _by + 10, 1, COLORS.histogram[i], 0.5 + histShow[i] * 0.5);
}
if(histMax > 0)
histogramDraw(x0, y1, _w, _h);
draw_set_color(COLORS.node_level_outline);
draw_rectangle(x0, y0, x1, y1, true);
});
input_display_list = [
level_renderer,
["Level", false], 0, 1, 2,
];
histogramInit();
static onInspect = function() {
if(array_length(current_data) > 0)
histogramUpdate(current_data[0]);
}
static onValueUpdate = function(index) {
if(index == 0) {
update();
if(array_length(current_data) > 0)
histogramUpdate(current_data[0]);
}
}
static process_data = function(_outSurf, _data, _output_index) {
var _black = min(_data[1], _data[2]);
var _white = max(_data[1], _data[2]);
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
BLEND_ADD
shader_set(sh_level);
shader_set_uniform_f(uniform_black, _black);
shader_set_uniform_f(uniform_white, _white);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}