Pixel-Composer/scripts/node_seperate_shapes/node_seperate_shapes.gml

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enum NODE_SEP_SHAPE_OUTPUT_TYPE {
node,
array
}
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function Node_Seperate_Shape(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
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name = "Separate Shape";
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inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 1] = nodeValue(1, "Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 2] = nodeValue(2, "Override color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
inputs[| 3] = nodeValue(3, "Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 4] = nodeValue(4, "Ignore blank", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Skip empty and black shape.");
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outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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outputs[| 1] = nodeValue(1, "Shape map", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE);
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outputs[| 2] = nodeValue(2, "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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temp_surf = [ PIXEL_SURFACE, PIXEL_SURFACE ];
surface_buffer = buffer_create(1 * 1 * 4, buffer_fixed, 2);
function get_color_buffer(_x, _y, w, h) {
buffer_seek(surface_buffer, buffer_seek_start, (w * _y + _x) * 4);
var c = buffer_read(surface_buffer, buffer_u32);
return c;
}
_prev_type = -1;
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static inspectorUpdate = 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);
for(var i = 0; i < 2; i++) {
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temp_surf[i] = surface_verify(temp_surf[i], ww, hh);
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surface_set_target(temp_surf[i]);
draw_clear_alpha(0, 0);
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_surf[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);
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_surf[bg]);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE
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draw_surface_safe(temp_surf[fg], 0, 0);
BLEND_NORMAL
surface_reset_target();
res_index = bg;
}
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shader_reset();
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var _pixel_surface = surface_create_valid(PREF_MAP[? "shape_separation_max"], 1);
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surface_set_target(_pixel_surface);
draw_clear_alpha(0, 0);
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BLEND_OVERRIDE
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shader_set(sh_seperate_shape_counter);
texture_set_stage(shader_get_sampler_index(sh_seperate_shape_counter, "surface"), surface_get_texture(temp_surf[res_index]));
shader_set_uniform_f_array(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"), PREF_MAP[? "shape_separation_max"]);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_counter, "ignore"), _ignore);
draw_sprite_ext(s_fx_pixel, 0, 0, 0, PREF_MAP[? "shape_separation_max"], 1, 0, c_white, 1);
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shader_reset();
BLEND_NORMAL
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);
buffer_get_surface(surface_buffer, temp_surf[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);
draw_clear_alpha(0, 0);
BLEND_OVERRIDE
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++ ) {
var _sc = get_color_buffer(j, k, ww, hh);
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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texture_set_stage(shader_get_sampler_index(sh_seperate_shape_sep, "original"), surface_get_texture(_inSurf));
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);
shader_set_uniform_f_array(shader_get_uniform(sh_seperate_shape_sep, "overColor"), colToVec4(_ovrclr));
draw_surface_safe(temp_surf[res_index], 0, 0);
shader_reset();
BLEND_NORMAL
surface_reset_target();
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}
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outputs[| 2].setValue(_boundary);
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}
}