Pixel-Composer/scripts/node_threshold/node_threshold.gml
2024-08-08 11:57:51 +07:00

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function Node_Threshold(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Threshold";
inputs[0] = nodeValue_Surface("Surface in", self);
inputs[1] = nodeValue_Bool("Brightness", self, false);
inputs[2] = nodeValue_Float("Brightness Threshold", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(13);
inputs[3] = nodeValue_Float("Brightness Smoothness", self, 0)
.setDisplay(VALUE_DISPLAY.slider);
inputs[4] = nodeValue_Surface("Mask", self);
inputs[5] = nodeValue_Float("Mix", self, 1)
.setDisplay(VALUE_DISPLAY.slider);
inputs[6] = nodeValue_Bool("Active", self, true);
active_index = 6;
inputs[7] = nodeValue_Bool("Alpha", self, false);
inputs[8] = nodeValue_Float("Alpha Threshold", self, 0.5)
.setDisplay(VALUE_DISPLAY.slider)
.setMappable(14);
inputs[9] = nodeValue_Float("Alpha Smoothness", self, 0)
.setDisplay(VALUE_DISPLAY.slider);
inputs[10] = nodeValue_Toggle("Channel", self, 0b1111, { data: array_create(4, THEME.inspector_channel) });
__init_mask_modifier(4); // inputs 11, 12
//////////////////////////////////////////////////////////////////////////////////////////////////
inputs[13] = nodeValueMap("Brightness map", self);
inputs[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
}