Pixel-Composer/scripts/node_bloom/node_bloom.gml

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function Node_Bloom(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Bloom";
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 3, "Bloom blur radius.")
.setDisplay(VALUE_DISPLAY.slider, { range: [1, 32, 0.1] });
inputs[| 2] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5, "How bright a pixel should be to start blooming.")
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 3] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, .25, "Blend intensity.")
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 2, 0.01] });
inputs[| 4] = nodeValue("Bloom mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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
inputs[| 11] = nodeValue("Aspect Ratio", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 12] = nodeValue("Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
.setDisplay(VALUE_DISPLAY.rotation);
inputs[| 13] = nodeValue("Types", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Gaussian", "Zoom" ]);
inputs[| 14] = nodeValue("Zoom Origin", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.5 ])
.setDisplay(VALUE_DISPLAY.vector)
.setUnitRef(function(index) { return getDimension(index); }, VALUE_UNIT.reference);
input_display_list = [ 7, 8,
["Surfaces", true], 0, 5, 6, 9, 10,
["Bloom", false], 1, 2, 3, 4,
["Blur", false], 13, 11, 12, 14,
]
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
temp_surface = [ 0 ];
attribute_surface_depth();
surface_blur_init();
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
var _typ = getSingleValue(13);
if(_typ == 1)
inputs[| 14].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
} #endregion
static step = function() { #region
__step_mask_modifier();
var _typ = getSingleValue(13);
inputs[| 11].setVisible(_typ == 0);
inputs[| 12].setVisible(_typ == 0);
inputs[| 14].setVisible(_typ == 1);
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) {
var _surf = _data[0];
var _size = _data[1];
var _tole = _data[2];
var _stre = _data[3];
var _mask = _data[4];
var _type = _data[13];
var _ratio = _data[11];
var _angle = _data[12];
var _zoom = _data[14];
var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf);
temp_surface[0] = surface_verify(temp_surface[0], _sw, _sh);
surface_set_shader(temp_surface[0], sh_bloom_pass);
draw_clear_alpha(c_black, 1);
shader_set_f("size", _size);
shader_set_f("tolerance", _tole);
shader_set_i("useMask", is_surface(_mask));
shader_set_surface("mask", _mask);
draw_surface_safe(_surf);
surface_reset_shader();
var pass1blur;
if(_type == 0) pass1blur = surface_apply_gaussian( temp_surface[0], _size, true, c_black, 1, noone, false, _ratio, _angle);
else if(_type == 1) pass1blur = surface_apply_blur_zoom(temp_surface[0], _size, _zoom[0], _zoom[1], 2, 1);
surface_set_shader(_outSurf, sh_blend_add_alpha_adj);
shader_set_surface("fore", pass1blur);
shader_set_f("opacity", _stre);
draw_surface_safe(_surf);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_surf, _outSurf, _data[5], _data[6]);
_outSurf = channel_apply(_surf, _outSurf, _data[8]);
return _outSurf;
}
}