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";
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);
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inputs[| 2] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, DEF_PALETTE )
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.setDisplay(VALUE_DISPLAY.palette);
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inputs[| 3] = nodeValue("Fill Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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inputs[| 4] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom_range(10000, 99999));
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [
["Surfaces", false], 0, 1,
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["Fill", false, 3], 4, 2,
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];
temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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static step = function() {}
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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];
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var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf)
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temp_surface[0] = surface_verify(temp_surface[0], _sw, _sh);
temp_surface[1] = surface_verify(temp_surface[1], _sw, _sh);
surface_clear(temp_surface[0]);
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surface_set_shader(temp_surface[1], sh_region_fill_init);
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draw_surface_safe(_surf, 0, 0);
surface_reset_shader();
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var base = 0;
var amo = _sw + _sh;
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for( var i = 0; i < amo; i++ ) {
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surface_set_shader(temp_surface[base], sh_region_fill_coordinate);
shader_set_f("dimension", _sw, _sh);
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draw_surface_safe(temp_surface[!base], 0, 0);
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surface_reset_shader();
base = !base;
}
if(_fill) {
var _pal = [];
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for( var i = 0, n = array_length(_colr); i < n; i++ )
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array_append(_pal, colToVec4(_colr[i]));
surface_set_shader(_outSurf, sh_region_fill_color);
shader_set_f("colors", _pal);
shader_set_f("seed", _seed);
shader_set_f("colorAmount", array_length(_colr));
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draw_surface_safe(temp_surface[base], 0, 0);
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surface_reset_shader();
} else {
surface_set_shader(_outSurf);
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draw_surface_safe(temp_surface[base], 0, 0);
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surface_reset_shader();
}
return _outSurf;
}
}