Pixel-Composer/scripts/node_threshold/node_threshold.gml
Tanasart e888c23d45 mm
2024-08-18 14:13:41 +07:00

81 lines
2.5 KiB
Text

function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Threshold";
newInput(0, nodeValue_Surface("Surface in", self));
newInput(1, nodeValue_Bool("Brightness", self, false));
newInput(2, nodeValue_Float("Brightness Threshold", self, 0.5))
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(13);
newInput(3, nodeValue_Float("Brightness Smoothness", self, 0))
.setDisplay(VALUE_DISPLAY.slider);
newInput(4, nodeValue_Surface("Mask", self));
newInput(5, nodeValue_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
newInput(6, nodeValue_Bool("Active", self, true));
active_index = 6;
newInput(7, nodeValue_Bool("Alpha", self, false));
newInput(8, nodeValue_Float("Alpha Threshold", self, 0.5))
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(14);
newInput(9, nodeValue_Float("Alpha Smoothness", self, 0))
.setDisplay(VALUE_DISPLAY.slider);
newInput(10, nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) }));
__init_mask_modifier(4); // inputs 11, 12
//////////////////////////////////////////////////////////////////////////////////////////////////
newInput(13, nodeValueMap("Brightness map", self));
newInput(14, nodeValueMap("Alpha map", self));
//////////////////////////////////////////////////////////////////////////////////////////////////
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
input_display_list = [ 6, 10,
["Surfaces", true], 0, 4, 5, 11, 12,
["Brightness", true, 1], 2, 13, 3,
["Alpha", true, 7], 8, 14, 9,
];
attribute_surface_depth();
static step = function() { #region
__step_mask_modifier();
inputs[2].mappableStep();
inputs[8].mappableStep();
} #endregion
static processData = function(_outSurf, _data, _output_index, _array_index) { #region
surface_set_shader(_outSurf, sh_threshold);
shader_set_i("bright", _data[1]);
shader_set_f_map("brightThreshold", _data[2], _data[13], inputs[2]);
shader_set_f("brightSmooth", _data[3]);
shader_set_i("alpha", _data[7]);
shader_set_f_map("alphaThreshold", _data[8], _data[14], inputs[8]);
shader_set_f("alphaSmooth", _data[9]);
draw_surface_safe(_data[0]);
surface_reset_shader();
__process_mask_modifier(_data);
_outSurf = mask_apply(_data[0], _outSurf, _data[4], _data[5]);
_outSurf = channel_apply(_data[0], _outSurf, _data[10]);
return _outSurf;
} #endregion
}