Pixel-Composer/scripts/node_mk_blinker/node_mk_blinker.gml

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function Node_MK_Blinker(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "MK Blinker";
batch_output = false;
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
inputs[| 2] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[| 2].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
inputs[| 3] = nodeValue("Amount", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 4] = nodeValue("Target Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_black ] )
.setDisplay(VALUE_DISPLAY.palette);
inputs[| 5] = nodeValue("Light Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, [ c_white ] )
.setDisplay(VALUE_DISPLAY.palette);
inputs[| 6] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 6;
inputs[| 7] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1 )
.setDisplay(VALUE_DISPLAY.slider);
inputs[| 8] = nodeValue("Glow", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 9] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4 )
.setDisplay(VALUE_DISPLAY.slider, { range : [ 1, 8, 0.1 ] });
inputs[| 10] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5 )
.setDisplay(VALUE_DISPLAY.slider);
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Light only", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ new Inspector_Sprite(s_MKFX), 6,
["Surfaces", false], 0, 1,
["Blink", false], 2, 3, 4, 5, 7,
["Glow", true, 8], 9, 10,
]
temp_surface = [ surface_create( 1, 1 ), surface_create( 1, 1 ), surface_create( 1, 1 ) ];
light_only = [];
surface_blur_init();
static processData = function(_outSurf, _data, _output_index, _array_index) {
if(_output_index == 1) return light_only[_array_index];
var _surf = _data[0];
var _mask = _data[1];
var _seed = _data[2];
var _amou = _data[3];
var _trgC = _data[4];
var _ligC = _data[5];
var _tolr = _data[7];
var _glow = _data[8];
var _glsz = _data[9];
var _glop = _data[10];
if(!is_surface(_surf)) return _outSurf;
var _sw = surface_get_width_safe(_outSurf);
var _sh = surface_get_height_safe(_outSurf);
for( var i = 0, n = array_length(temp_surface); i < n; i++ )
temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh);
light_only[_array_index] = surface_verify(array_safe_get_fast(light_only, _array_index), _sw, _sh);
surface_set_shader(temp_surface[0], sh_blink_extract);
shader_set_palette(_trgC, "colorTarget", "colorTargetAmount");
shader_set_f("tolerance", _tolr);
draw_surface_safe(_surf);
surface_reset_shader();
var rp = sqrt(_sw * _sw + _sh * _sh);
var ind = 0;
var _umask = is_surface(_mask);
repeat(rp) {
surface_set_shader(temp_surface[!ind], sh_blink_expand);
shader_set_f("dimension", _sw, _sh);
shader_set_i("useMask", _umask);
shader_set_surface("mask", _mask);
draw_surface_safe(temp_surface[ind]);
surface_reset_shader();
ind = !ind;
}
surface_set_shader(temp_surface[2], sh_blink_replace);
shader_set_f("seed", _seed);
shader_set_f("ratio", _amou);
shader_set_palette(_ligC);
draw_surface_safe(temp_surface[ind]);
surface_reset_shader();
surface_set_target(light_only[_array_index]);
DRAW_CLEAR
BLEND_OVERRIDE
draw_surface_safe(temp_surface[2]);
BLEND_NORMAL
surface_reset_target();
if(_glow) var lightBlur = surface_apply_gaussian(light_only[_array_index], _glsz, true, c_black, 1);
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE
draw_surface_safe(_surf);
if(_glow) {
BLEND_ADD
draw_surface_ext(lightBlur, 0, 0, 1, 1, 0, c_white, _glop);
}
BLEND_ALPHA_MULP
draw_surface_safe(temp_surface[2]);
BLEND_NORMAL
surface_reset_target();
return _outSurf;
}
}