Pixel-Composer/scripts/node_interlaced/node_interlaced.gml
2024-08-07 16:48:39 +07:00

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function Node_Interlaced(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Interlace";
inputs[| 0] = nodeValue_Surface("Surface in", self);
inputs[| 1] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 1;
inputs[| 2] = nodeValue_Surface("Mask", self);
inputs[| 3] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 4] = nodeValue("Channel", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0b1111)
.setDisplay(VALUE_DISPLAY.toggle, { data: array_create(4, THEME.inspector_channel) });
__init_mask_modifier(2); // inputs 5, 6
inputs[| 7] = nodeValue_Enum_Button("Axis", self, 0, [ "X", "Y" ]);
inputs[| 8] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
inputs[| 9] = nodeValue("Invert", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
temp_surface = [ ];
input_display_list = [ 1,
["Surface", false], 0, 2, 3, 4,
["Effects", false], 7, 8, 9,
];
attribute_surface_depth();
static step = function() { #region
__step_mask_modifier();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
var _surf = _data[0];
var _axis = _data[7];
var _size = _data[8];
var _invt = _data[9];
var _dim = surface_get_dimension(_surf);
surface_set_shader(_outSurf, sh_interlaced);
shader_set_i("useSurf", CURRENT_FRAME >= 1);
shader_set_surface("prevFrame", array_safe_get(temp_surface, _array_index));
shader_set_2("dimension", _dim);
shader_set_i("axis", _axis);
shader_set_i("invert", _invt);
shader_set_f("size", _size);
draw_surface_safe(_surf);
surface_reset_shader();
temp_surface[_array_index] = surface_verify(array_safe_get(temp_surface, _array_index), _dim[0], _dim[1]);
surface_set_shader(temp_surface[_array_index], noone);
draw_surface_safe(_surf);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[2], _data[3]);
_outSurf = channel_apply(_data[0], _outSurf, _data[4]);
return _outSurf;
} #endregion
}