mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
66 lines
No EOL
2.3 KiB
Text
66 lines
No EOL
2.3 KiB
Text
function Node_Local_Analyze(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Local Analyze";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Enum_Scroll("Algorithm", self, 0, [ "Average (Blur)", "Maximum", "Minimum" ]));
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newInput(2, nodeValue_Float("Size", self, 1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 1, 16, 0.1] });
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newInput(3, nodeValue_Enum_Scroll("Oversample mode", self, 0, [ "Empty", "Clamp", "Repeat" ]))
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.setTooltip("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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newInput(4, nodeValue_Enum_Scroll("Shape", self, 0, [ new scrollItem("Square", s_node_shape_rectangle, 0),
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new scrollItem("Circle", s_node_shape_circle, 0),
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new scrollItem("Diamond", s_node_shape_misc, 0) ]));
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newInput(5, nodeValue_Surface("Mask", self));
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newInput(6, nodeValue_Float("Mix", self, 1))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(7, nodeValue_Bool("Active", self, true));
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active_index = 7;
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newInput(8, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
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__init_mask_modifier(5); // inputs 9, 10
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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input_display_list = [ 7, 8,
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["Surfaces", true], 0, 5, 6, 9, 10,
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["Effect", false], 1, 2, 4,
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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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__step_mask_modifier();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _alg = _data[1];
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var _siz = _data[2];
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var _shp = _data[4];
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var _sam = getAttribute("oversample");
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surface_set_shader(_outSurf, sh_local_analyze);
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shader_set_f("dimension" , surface_get_dimension(_data[0]));
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shader_set_i("algorithm" , _alg);
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shader_set_f("size" , _siz);
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shader_set_i("shape" , _shp);
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shader_set_i("sampleMode", _sam);
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draw_surface_safe(_data[0]);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
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_outSurf = channel_apply(_data[0], _outSurf, _data[8]);
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return _outSurf;
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}
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} |