Pixel-Composer/scripts/node_threshold/node_threshold.gml
2023-10-02 13:57:44 +07:00

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function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Threshold";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 2] = nodeValue("Brightness Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 3] = nodeValue("Brightness Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider);
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);
inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 6;
inputs[| 7] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 8] = nodeValue("Alpha Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 9] = nodeValue("Alpha Smoothness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.slider);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 6,
["Output", true], 0, 4, 5,
["Threshold", false], 1, 2, 3, 7, 8, 9,
];
attribute_surface_depth();
static step = function() { #region
var _bright = getInputData(1);
inputs[| 2].setVisible(_bright);
inputs[| 3].setVisible(_bright);
var _alpha = getInputData(7);
inputs[| 8].setVisible(_alpha);
inputs[| 9].setVisible(_alpha);
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _bright = _data[1];
var _brightThreshold = _data[2];
var _brightSmooth = _data[3];
var _alpha = _data[7];
var _alphaThreshold = _data[8];
var _alphaSmooth = _data[9];
surface_set_shader(_outSurf, sh_threshold);
shader_set_i("bright", _bright );
shader_set_f("brightThreshold", _brightThreshold );
shader_set_f("brightSmooth", _brightSmooth );
shader_set_i("alpha", _alpha );
shader_set_f("alphaThreshold", _alphaThreshold );
shader_set_f("alphaSmooth", _alphaSmooth );
draw_surface_safe(_data[0]);
surface_reset_shader();
_outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]);
return _outSurf;
} #endregion
}