Pixel-Composer/scripts/node_curve/node_curve.gml
2024-03-14 20:35:19 +07:00

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function Node_Curve(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Curve";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
inputs[| 2] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
inputs[| 3] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
inputs[| 4] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
inputs[| 8] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
__init_mask_modifier(5); // inputs 9, 10
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 7, 8,
["Surfaces", true], 0, 5, 6, 9, 10,
["Curve", false], 1, 2, 3, 4,
];
attribute_surface_depth();
static step = function() { #region
__step_mask_modifier();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _wcur = _data[1];
var _rcur = _data[2];
var _gcur = _data[3];
var _bcur = _data[4];
surface_set_shader(_outSurf, sh_curve);
shader_set_f("w_curve", _wcur);
shader_set_i("w_amount", array_length(_wcur));
shader_set_f("r_curve", _rcur);
shader_set_i("r_amount", array_length(_rcur));
shader_set_f("g_curve", _gcur);
shader_set_i("g_amount", array_length(_gcur));
shader_set_f("b_curve", _bcur);
shader_set_i("b_amount", array_length(_bcur));
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
_outSurf = channel_apply(_data[0], _outSurf, _data[8]);
return _outSurf;
} #endregion
}