Pixel-Composer/scripts/node_rgb_channel/node_rgb_channel.gml

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function Node_RGB_Channel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "RGBA Extract";
batch_output = false;
inputs[| 0] = nodeValue("Surface In", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Output Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Channel value", "Greyscale" ]);
inputs[| 2] = nodeValue("Keep Alpha", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 3] = nodeValue("Output Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
outputs[| 0] = nodeValue("Red", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Green", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 2] = nodeValue("Blue", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 3] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
attribute_surface_depth();
static step = function() { #region
var _arr = getInputData(3);
outputs[| 0].name = _arr? "RGBA" : "Red";
outputs[| 0].setArrayDepth(_arr);
outputs[| 1].setVisible(!_arr, !_arr);
outputs[| 2].setVisible(!_arr, !_arr);
outputs[| 3].setVisible(!_arr, !_arr);
} #endregion
static setShader = function(index, grey, _alp) {
DRAW_CLEAR
BLEND_OVERRIDE
switch(index) {
case 0 : shader_set(grey? sh_channel_R_grey : sh_channel_R); break;
case 1 : shader_set(grey? sh_channel_G_grey : sh_channel_G); break;
case 2 : shader_set(grey? sh_channel_B_grey : sh_channel_B); break;
case 3 : shader_set(grey? sh_channel_A_grey : sh_channel_A); break;
}
shader_set_i("keepAlpha", _alp);
}
static resetShader = function() {
shader_reset();
BLEND_NORMAL
}
static processData = function(_outSurf, _data, output_index) { #region
var _out = _data[1];
var _alp = _data[2];
var _arr = _data[3];
if(_arr && output_index) return _outSurf;
var _ww = surface_get_width_safe(_data[0]);
var _hh = surface_get_height_safe(_data[0]);
if(_arr) {
for( var i = 0; i < 4; i++ ) {
var _surf = array_safe_get_fast(_outSurf, i);
_surf = surface_verify(_surf, _ww, _hh);
_outSurf[i] = _surf;
surface_set_target(_surf);
setShader(i, _out, _alp);
draw_surface_safe(_data[0]);
resetShader();
surface_reset_target();
}
} else {
surface_set_target(_outSurf);
setShader(output_index, _out, _alp);
draw_surface_safe(_data[0]);
resetShader();
surface_reset_target();
}
return _outSurf;
} #endregion
}