mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-24 22:16:17 +01:00
73 lines
2.2 KiB
Text
73 lines
2.2 KiB
Text
function Node_Curve(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Curve";
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inputs[0] = nodeValue_Surface("Surface in", self);
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inputs[1] = nodeValue("Brightness", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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inputs[2] = nodeValue("Red", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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inputs[3] = nodeValue("Green", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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inputs[4] = nodeValue("Blue", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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inputs[5] = nodeValue_Surface("Mask", self);
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inputs[6] = nodeValue_Float("Mix", self, 1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[7] = nodeValue_Bool("Active", self, true);
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active_index = 7;
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inputs[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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inputs[11] = nodeValue("Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_01);
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outputs[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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["Curve", false], 1, 2, 3, 4, 11,
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];
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attribute_surface_depth();
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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) { #region
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var _wcur = _data[1];
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var _rcur = _data[2];
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var _gcur = _data[3];
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var _bcur = _data[4];
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var _acur = _data[11];
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surface_set_shader(_outSurf, sh_curve);
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shader_set_f("w_curve", _wcur);
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shader_set_i("w_amount", array_length(_wcur));
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shader_set_f("r_curve", _rcur);
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shader_set_i("r_amount", array_length(_rcur));
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shader_set_f("g_curve", _gcur);
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shader_set_i("g_amount", array_length(_gcur));
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shader_set_f("b_curve", _bcur);
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shader_set_i("b_amount", array_length(_bcur));
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shader_set_f("a_curve", _acur);
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shader_set_i("a_amount", array_length(_acur));
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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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} #endregion
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}
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