Pixel-Composer/scripts/node_seperate_shapes/node_seperate_shapes.gml

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function Node_Seperate_Shape(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Separate Shape";
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//error_update_enabled = true;
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0)
.rejectArray();
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inputs[| 1] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01])
.rejectArray();
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inputs[| 2] = nodeValue("Override color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true)
.rejectArray();
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inputs[| 3] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white)
.rejectArray();
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inputs[| 4] = nodeValue("Ignore blank", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Skip empty and black shape.")
.rejectArray();
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Boundary data", self, JUNCTION_CONNECT.output, VALUE_TYPE.integer, []);
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input_display_list = [
["Shape", false], 0, 1, 4,
["Render", false], 2, 3,
]
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attribute_surface_depth();
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attribute_auto_execute(true);
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temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
surface_buffer = buffer_create(1 * 1 * 4, buffer_fixed, 2);
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surface_w = 1;
surface_h = 1;
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attributes[? "max_shape"] = 32;
array_push(attributeEditors, ["Maximum shapes", "max_shape",
new textBox(TEXTBOX_INPUT.number, function(val) { attributes[? "max_shape"] = val; })]);
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function get_color_buffer(_x, _y) {
buffer_seek(surface_buffer, buffer_seek_start, (surface_w * _y + _x) * 4);
var c = buffer_read(surface_buffer, buffer_u32);
return c;
}
_prev_type = -1;
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static onInspectorUpdate = function() { separateShape(); }
static update = function() {
if(attributes[? "auto_exe"])
separateShape();
}
static separateShape = function() {
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var _inSurf = inputs[| 0].getValue();
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var _thres = inputs[| 1].getValue();
var _ovr = inputs[| 2].getValue();
var _ovrclr = inputs[| 3].getValue();
var _ignore = inputs[| 4].getValue();
var t = current_time;
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if(!is_surface(_inSurf)) return;
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var ww = surface_get_width(_inSurf);
var hh = surface_get_height(_inSurf);
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surface_w = ww;
surface_h = hh;
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for(var i = 0; i < 2; i++) {
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temp_surface[i] = surface_verify(temp_surface[i], ww, hh, attrDepth());
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surface_set_target(temp_surface[i]);
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DRAW_CLEAR
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surface_reset_target();
}
shader_set(sh_seperate_shape_index);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_index, "ignore"), _ignore);
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surface_set_target(temp_surface[1]);
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, ww, hh);
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surface_reset_target();
shader_reset();
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shader_set(sh_seperate_shape_ite);
shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_ite, "ignore"), _ignore);
shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_ite, "dimension"), ww, hh);
shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_ite, "threshold"), _thres);
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if(is_surface(_inSurf))
texture_set_stage(shader_get_sampler_index(sh_seperate_shape_ite, "map"), surface_get_texture(_inSurf));
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var res_index = 0, iteration = ww + hh;
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for(var i = 0; i <= iteration; i++) {
var bg = i % 2;
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var fg = !bg;
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surface_set_target(temp_surface[bg]);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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draw_surface_safe(temp_surface[fg], 0, 0);
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BLEND_NORMAL;
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surface_reset_target();
res_index = bg;
}
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shader_reset();
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var _pixel_surface = surface_create_valid(attributes[? "max_shape"], 1);
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surface_set_target(_pixel_surface);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(sh_seperate_shape_counter);
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texture_set_stage(shader_get_sampler_index(sh_seperate_shape_counter, "surface"), surface_get_texture(temp_surface[res_index]));
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shader_set_uniform_f_array_safe(shader_get_uniform(sh_seperate_shape_counter, "dimension"), [ ww, hh ]);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_counter, "maxShape"), attributes[? "max_shape"]);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_counter, "ignore"), _ignore);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, attributes[? "max_shape"], 1, 0, c_white, 1);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
var px = surface_getpixel(_pixel_surface, 0, 0);
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if(px == 0) return;
var _outSurf, _val;
_val = array_create(px);
outputs[| 0].setValue(_val);
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var _boundary = array_create(px);
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buffer_delete(surface_buffer);
surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2);
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buffer_get_surface(surface_buffer, temp_surface[res_index], 0);
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for(var i = 0; i < px; i++) {
_outSurf = surface_create_valid(ww, hh);
_val[@ i] = _outSurf;
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surface_set_target(_outSurf);
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DRAW_CLEAR
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BLEND_OVERRIDE;
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shader_set(sh_seperate_shape_sep);
var ccx = surface_getpixel_ext(_pixel_surface, 1 + i, 0);
var alpha = (ccx >> 24) & 255;
var blue = (ccx >> 16) & 255;
var green = (ccx >> 8) & 255;
var red = ccx & 255;
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var min_x = floor(red / 255 * ww);
var min_y = floor(green / 255 * hh);
var max_x = ceil(blue / 255 * ww);
var max_y = ceil(alpha / 255 * hh);
var t = max_y;
var b = min_y;
var l = max_x;
var r = min_x;
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for( var j = min_x; j < max_x; j++ )
for( var k = min_y; k < max_y; k++ ) {
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var _sc = get_color_buffer(j, k);
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if(_sc != ccx) continue;
t = min(t, k);
b = max(b, k);
l = min(l, j);
r = max(r, j);
}
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_boundary[i] = [l, t, r, b];
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if(is_surface(_inSurf))
texture_set_stage(shader_get_sampler_index(sh_seperate_shape_sep, "original"), surface_get_texture(_inSurf));
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shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_sep, "color"), red, green, blue, alpha);
shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_sep, "override"), _ovr);
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shader_set_uniform_f_array_safe(shader_get_uniform(sh_seperate_shape_sep, "overColor"), colToVec4(_ovrclr));
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draw_surface_safe(temp_surface[res_index], 0, 0);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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}
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outputs[| 1].setValue(_boundary,,, false);
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}
}