Pixel-Composer/scripts/node_local_analyze/node_local_analyze.gml
2023-06-13 14:42:06 +02:00

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function Node_Local_Analyze(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Local Analyze";
shader = sh_local_analyze;
uniform_dim = shader_get_uniform(shader, "dimension");
uniform_alg = shader_get_uniform(shader, "algorithm");
uniform_siz = shader_get_uniform(shader, "size");
uniform_sha = shader_get_uniform(shader, "shape");
uniform_sam = shader_get_uniform(shader, "sampleMode");
inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 1] = nodeValue("Algorithm", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Average (Blur)", "Maximum", "Minimum" ]);
inputs[| 2] = nodeValue("Size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [ 1, 16, 1]);
inputs[| 3] = nodeValue("Oversample mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0, "How to deal with pixel outside the surface.\n - Empty: Use empty pixel\n - Clamp: Repeat edge pixel\n - Repeat: Repeat texture.")
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Empty", "Clamp", "Repeat" ]);
inputs[| 4] = nodeValue("Shape", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Square", "Circle", "Diamond" ]);
inputs[| 5] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
inputs[| 6] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
inputs[| 7] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
active_index = 7;
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 7,
["Output", true], 0, 5, 6,
["Effect", false], 1, 2, 4,
];
attribute_surface_depth();
attribute_oversample();
static process_data = function(_outSurf, _data, _output_index, _array_index) {
var _alg = _data[1];
var _siz = _data[2];
var _sam = struct_try_get(attributes, "oversample");
var _shp = _data[4];
surface_set_target(_outSurf);
DRAW_CLEAR
BLEND_OVERRIDE;
shader_set(shader);
shader_set_uniform_f(uniform_dim, surface_get_width(_data[0]), surface_get_height(_data[0]));
shader_set_uniform_i(uniform_alg, _alg);
shader_set_uniform_i(uniform_sam, _sam);
shader_set_uniform_i(uniform_sha, _shp);
shader_set_uniform_f(uniform_siz, _siz);
draw_surface_safe(_data[0], 0, 0);
shader_reset();
BLEND_NORMAL;
surface_reset_target();
_outSurf = mask_apply(_data[0], _outSurf, _data[5], _data[6]);
return _outSurf;
}
}