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