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);
inputs[| 2] = nodeValue("Fill Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, DEF_PALETTE )
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.setDisplay(VALUE_DISPLAY.palette);
inputs[| 3] = nodeValue("Fill", 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));
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inputs[| 5] = nodeValue("Target Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white);
inputs[| 6] = nodeValue("Inner only", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Only fill regions with surrounding pixels.");
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inputs[| 7] = nodeValue("Draw original", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "None", "Above", "Behind" ]);
inputs[| 8] = nodeValue("Fill type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Random", "Color map", "Texture map" ]);
inputs[| 9] = nodeValue("Color map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 10] = nodeValue("Texture map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 4,
["Surfaces", false], 0, 1,
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["Fill", false], 5, 8, 2, 9, 10, 6,
["Render", false], 7,
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];
temp_surface = array_create(3);
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static step = function() { #region
var _filt = getInputData(8);
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inputs[| 2].setVisible(_filt == 0);
inputs[| 9].setVisible(_filt == 1, _filt == 1);
inputs[| 10].setVisible(_filt == 2, _filt == 2);
} #endregion
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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 _targ = _data[5];
var _innr = _data[6];
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 _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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#region filter color
surface_set_shader(temp_surface[1], sh_region_fill_init);
shader_set_color("targetColor", _targ);
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draw_surface_safe(_surf);
surface_reset_shader();
#endregion
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#region inner region
var base = 0;
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;
}
surface_set_shader(temp_surface[2], sh_region_fill_inner_remove);
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
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surface_set_shader(temp_surface[base], sh_region_fill_coordinate_init);
draw_surface_safe(temp_surface[2]);
surface_reset_shader();
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base = !base;
var amo = _sw + _sh;
repeat( amo ) {
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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);
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shader_set_f("dimension", _sw, _sh);
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shader_set_surface("original", _surf);
draw_surface_safe(temp_surface[!base]);
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surface_reset_shader();
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#endregion
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var _pal = [];
for( var i = 0, n = array_length(_colr); i < n; i++ )
array_append(_pal, colToVec4(_colr[i]));
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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 :
shader_set(sh_region_fill_color);
shader_set_f("colors", _pal);
shader_set_f("seed", _seed);
shader_set_f("colorAmount", array_length(_colr));
draw_surface_safe(temp_surface[base]);
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shader_reset();
break;
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case 1 :
shader_set(sh_region_fill_map);
shader_set_surface("colorMap", _cmap);
draw_surface_safe(temp_surface[base]);
shader_reset();
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break;
case 2 :
shader_set(sh_region_fill_rg_map);
shader_set_surface("textureMap", _tmap);
draw_surface_safe(temp_surface[base]);
shader_reset();
break;
}
if(_rnbg == 1) draw_surface_safe(_surf); // render original
surface_reset_target();
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return _outSurf;
}
}