2024-10-21 11:50:45 +02:00
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enum AUTOTILE_TYPE {
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box9,
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side15,
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top48,
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}
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2024-10-19 12:35:47 +02:00
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function tiler_brush_autotile(_type, _index) constructor {
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type = _type;
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index = _index;
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mask_surface = noone;
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update_surface = noone;
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drawing_surface = noone;
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target_surface = noone;
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eraseMode = false;
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2024-10-21 11:50:45 +02:00
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bitmask = [];
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2024-10-19 12:35:47 +02:00
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switch(type) {
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2024-10-21 11:50:45 +02:00
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case AUTOTILE_TYPE.box9 :
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2024-10-19 12:35:47 +02:00
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// - 1 - | 0 1 2
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// 2 x 4 | 3 4 5
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// - 8 - | 6 7 8
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bitmask = [ 4,
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/* 1 */ 7,
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/* 2 */ 5, 8,
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/* 4 */ 3, 6, 4, 7,
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/* 8 */ 1, 4, 2, 5, 0, 3, 1, 4,
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];
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break;
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}
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static drawing_start = function(surface, _erase = false) {
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target_surface = surface;
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eraseMode = _erase;
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var _dim = surface_get_dimension(surface);
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drawing_surface = surface_verify(drawing_surface, _dim[0], _dim[1], surface_r8unorm);
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draw_set_color(c_white);
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surface_set_target(drawing_surface);
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DRAW_CLEAR
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}
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static drawing_end = function() {
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surface_reset_target();
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apply_drawing();
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}
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static apply_drawing = function() {
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var _dim = surface_get_dimension(target_surface);
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mask_surface = surface_verify(mask_surface, _dim[0], _dim[1], surface_r8unorm);
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update_surface = surface_verify(update_surface, _dim[0], _dim[1], surface_r16float);
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// autotile mask
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// #000000 : not part of autotile
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// #808080 : part of autotile, read only
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// #FFFFFF : part of autotile, writable
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surface_set_shader(mask_surface, sh_tiler_autotile_mask);
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shader_set_surface("drawSurface", drawing_surface);
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shader_set_i("indexes", index);
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shader_set_i("indexSize", array_length(index));
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draw_surface(target_surface, 0, 0);
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surface_reset_shader();
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surface_set_shader(update_surface, sh_tiler_autotile_apply);
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shader_set_2("dimension", _dim);
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shader_set_surface("maskSurface", mask_surface);
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shader_set_i("bitmask", bitmask);
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shader_set_i("bitmaskSize", array_length(bitmask));
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2024-10-21 11:50:45 +02:00
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shader_set_i("bitmaskType", type);
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2024-10-19 12:35:47 +02:00
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shader_set_i("indexes", index);
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shader_set_i("indexSize", array_length(index));
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shader_set_i("erase", eraseMode);
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draw_surface(target_surface, 0, 0);
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surface_reset_shader();
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surface_set_target(target_surface);
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DRAW_CLEAR
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BLEND_OVERRIDE
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draw_surface(update_surface, 0, 0);
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BLEND_NORMAL
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surface_reset_target();
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}
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}
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