Pixel-Composer/scripts/node_flood_fill/node_flood_fill.gml

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function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Flood 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_Float("Mix", self, 1))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(3, nodeValue_Bool("Active", self, true));
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active_index = 3;
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newInput(4, nodeValue_Vec2("Position", self, [ 1, 1 ]));
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newInput(5, nodeValue_Color("Colors", self, cola(c_black) ));
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newInput(6, nodeValue_Float("Threshold", self, 0.1))
.setDisplay(VALUE_DISPLAY.slider);
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newInput(7, nodeValue_Bool("Diagonal", self, false));
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__init_mask_modifier(1); // inputs 8, 9
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newInput(10, nodeValue_Enum_Scroll("Blend", self, 0, [ "Override", "Multiply" ]));
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 3,
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["Surfaces", false], 0, 1, 2, 8, 9,
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["Fill", false], 4, 6, 5, 7, 10,
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]
temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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attribute_surface_depth();
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attributes.fill_iteration = -1;
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array_push(attributeEditors, "Algorithm");
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array_push(attributeEditors, ["Fill iteration", function() { return attributes.fill_iteration; },
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new textBox(TEXTBOX_INPUT.number, function(val) {
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attributes.fill_iteration = val;
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triggerRender();
})]);
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static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
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var _hov = false;
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var hv = inputs[4].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); _hov |= hv;
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return _hov;
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}
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static step = function() { #region
__step_mask_modifier();
} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var inSurf = _data[0];
if(!is_surface(inSurf)) return _outSurf;
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var _pos = _data[ 4];
var _col = _data[ 5];
var _thr = _data[ 6];
var _dia = _data[ 7];
var _bnd = _data[10];
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var _filC = surface_get_pixel_ext(inSurf, _pos[0], _pos[1]);
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var sw = surface_get_width_safe(inSurf);
var sh = surface_get_height_safe(inSurf);
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for( var i = 0, n = array_length(temp_surface); i < n; i++ )
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temp_surface[i] = surface_verify(temp_surface[i], sw, sh, attrDepth());
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surface_set_target(temp_surface[0]);
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DRAW_CLEAR
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shader_set(sh_flood_fill_thres);
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shader_set_f("color", colaToVec4(_filC));
shader_set_f("thres", _thr);
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BLEND_OVERRIDE
draw_surface_safe(inSurf);
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BLEND_NORMAL
shader_reset();
BLEND_OVERRIDE
draw_set_color(c_red);
draw_point(_pos[0] - 1, _pos[1] - 1);
BLEND_NORMAL
surface_reset_target();
var ind = 0;
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var it = attributes.fill_iteration == -1? 8 : attributes.fill_iteration;
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repeat(it) {
ind = !ind;
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surface_set_shader(temp_surface[ind], sh_flood_fill_it);
shader_set_f("dimension", [ sw, sh ]);
shader_set_i("diagonal", _dia);
draw_surface_safe(temp_surface[!ind]);
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surface_reset_shader();
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}
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surface_set_shader(_outSurf, sh_flood_fill_replace);
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shader_set_color("color", _col);
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shader_set_surface("mask", temp_surface[ind]);
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shader_set_i("blend", _bnd);
draw_surface_safe(inSurf);
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surface_reset_shader();
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__process_mask_modifier(_data);
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_outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]);
return _outSurf;
}
}