Pixel-Composer/scripts/node_region_fill/node_region_fill.gml

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function Node_Region_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Region Fill";
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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Surface("Mask", self));
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newInput(2, nodeValue_Palette("Fill Colors", self, array_clone(DEF_PALETTE)));
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newInput(3, nodeValue_Bool("Fill", self, true));
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newInput(4, nodeValueSeed(self));
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newInput(5, nodeValue_Color("Target Color", self, c_white));
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newInput(6, nodeValue_Bool("Inner only", self, false, "Only fill regions with surrounding pixels."));
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newInput(7, nodeValue_Enum_Scroll("Draw original", self, 0, [ "None", "Above", "Behind" ]));
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newInput(8, nodeValue_Enum_Scroll("Fill type", self, 0, [ "Random", "Color map", "Texture map", "Texture Coord", "Texture Index" ]));
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newInput(9, nodeValue_Surface("Color map", self));
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newInput(10, nodeValue_Surface("Texture map", self));
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newInput(11, nodeValue_Bool("Color Filter", self, false));
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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input_display_list = [ 4,
["Surfaces", false], 0, 1,
["Region Filter", false, 11], 5, 6,
["Fill", false], 8, 2, 9, 10,
["Render", false], 7,
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];
temp_surface = array_create(3);
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static step = function() {
var _filt = getInputData( 8);
var _fclr = getInputData(11);
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inputs[ 2].setVisible(_filt == 0);
inputs[ 9].setVisible(_filt == 1, _filt == 1);
inputs[10].setVisible(_filt == 2, _filt == 2);
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inputs[ 5].setVisible(_fclr);
inputs[ 6].setVisible(_fclr);
}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _surf = _data[0];
var _mask = _data[1];
var _colr = _data[2];
var _fill = _data[3];
var _seed = _data[4];
var _rnbg = _data[7];
var _filt = _data[8];
var _cmap = _data[9];
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var _tmap = _data[10];
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var _fclr = _data[11];
var _targ = _data[5];
var _innr = _data[6];
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var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf)
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for( var i = 0, n = array_length(temp_surface); i < n; i++ ) {
temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh);
surface_clear(temp_surface[i]);
}
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var base = 0;
var cmap = temp_surface[0];
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if(_fclr) { // filter color
surface_set_shader(temp_surface[1], sh_region_fill_init);
shader_set_color("targetColor", _targ);
draw_surface_safe(_surf);
surface_reset_shader();
#region inner region
var amo = _sw;
if(_innr) {
repeat( amo ) {
surface_set_shader(temp_surface[base], sh_region_fill_inner);
shader_set_f("dimension", _sw, _sh);
draw_surface_safe(temp_surface[!base]);
surface_reset_shader();
base = !base;
}
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surface_set_shader(temp_surface[2], sh_region_fill_inner_remove);
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draw_surface_safe(temp_surface[!base]);
surface_reset_shader();
} else {
surface_set_shader(temp_surface[2], sh_region_fill_inner_remove);
draw_surface_safe(temp_surface[1]);
surface_reset_shader();
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}
#endregion
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#region coordinate
surface_set_shader(temp_surface[base], sh_region_fill_coordinate_init);
draw_surface_safe(temp_surface[2]);
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surface_reset_shader();
base = !base;
var amo = _sw + _sh;
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repeat( amo ) {
surface_set_shader(temp_surface[base], sh_region_fill_coordinate);
shader_set_f("dimension", _sw, _sh);
shader_set_surface("base", temp_surface[2]);
draw_surface_safe(temp_surface[!base]);
surface_reset_shader();
base = !base;
}
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surface_set_shader(temp_surface[base], sh_region_fill_border);
shader_set_f("dimension", _sw, _sh);
shader_set_surface("original", _surf);
draw_surface_safe(temp_surface[!base]);
surface_reset_shader();
cmap = temp_surface[base];
#endregion
} else {
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surface_set_shader(temp_surface[base], sh_region_fill_coordinate_all_init);
draw_surface_safe(_surf);
surface_reset_shader();
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base = !base;
var amo = _sw + _sh;
repeat( amo ) {
surface_set_shader(temp_surface[base], sh_region_fill_coordinate_all);
shader_set_f("dimension", _sw, _sh);
shader_set_surface("base", _surf);
draw_surface_safe(temp_surface[!base]);
surface_reset_shader();
base = !base;
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}
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cmap = temp_surface[!base];
}
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surface_set_target(_outSurf);
DRAW_CLEAR
if(_rnbg == 2) draw_surface_safe(_surf); // render original
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switch(_filt) {
case 0 : // Random colors
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shader_set(sh_region_fill_color);
shader_set_palette(_colr, "colors", "colorAmount");
shader_set_f("seed", _seed);
draw_surface_safe(cmap);
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shader_reset();
break;
case 1 : // Color Map
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shader_set(sh_region_fill_map);
shader_set_surface("colorMap", _cmap);
draw_surface_safe(cmap);
shader_reset();
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break;
case 2 : // Texture Map
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shader_set(sh_region_fill_rg_map);
shader_set_surface("textureMap", _tmap);
draw_surface_safe(cmap);
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shader_reset();
break;
case 3 : // Texture Map
shader_set(sh_region_fill_rg_coord);
draw_surface_safe(cmap);
shader_reset();
break;
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case 4 : // Texture Index
shader_set(sh_region_fill_rg_index);
draw_surface_safe(cmap);
shader_reset();
break;
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}
if(_rnbg == 1) draw_surface_safe(_surf); // render original
surface_reset_target();
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return _outSurf;
}
}