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https://github.com/Ttanasart-pt/Pixel-Composer.git
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floodfill perf
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parent
1e8f1dc6d3
commit
20666b9a70
5 changed files with 40 additions and 15 deletions
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@ -1,6 +1,9 @@
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function Node_Array_Rearrange(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Array Rearrange";
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draw_pad_w = 10;
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setDimension(96, 48);
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inputs[| 0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0)
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.setArrayDepth(1)
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.setVisible(true, true);
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@ -140,4 +143,12 @@ function Node_Array_Rearrange(_x, _y, _group = noone) : Node(_x, _y, _group) con
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outputs[| 0].setValue(res);
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} #endregion
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { #region
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draw_set_text(f_sdf, fa_center, fa_center, COLORS._main_text);
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var str = outputs[| 0].getValue();
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var bbox = drawGetBbox(xx, yy, _s);
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draw_text_bbox(bbox, str);
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} #endregion
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}
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@ -24,11 +24,14 @@ function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
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__init_mask_modifier(1); // inputs 8, 9
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inputs[| 10] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Override", "Multiply" ]);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, 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,
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["Fill", false], 4, 6, 5, 7, 10,
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]
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temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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@ -55,10 +58,11 @@ function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
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var inSurf = _data[0];
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if(!is_surface(inSurf)) return _outSurf;
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var _pos = _data[4];
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var _col = _data[5];
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var _thr = _data[6];
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var _dia = _data[7];
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var _pos = _data[ 4];
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var _col = _data[ 5];
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var _thr = _data[ 6];
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var _dia = _data[ 7];
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var _bnd = _data[10];
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var _filC = surface_get_pixel_ext(inSurf, _pos[0], _pos[1]);
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@ -86,7 +90,7 @@ function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
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surface_reset_target();
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var ind = 0;
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var it = attributes.fill_iteration == -1? sw + sh : attributes.fill_iteration;
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var it = attributes.fill_iteration == -1? 8 : attributes.fill_iteration;
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repeat(it) {
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ind = !ind;
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@ -98,8 +102,10 @@ function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
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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_color("color", _col);
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shader_set_surface("mask", temp_surface[ind]);
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shader_set_i("blend", _bnd);
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draw_surface_safe(inSurf, 0, 0);
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surface_reset_shader();
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@ -85,7 +85,7 @@ function Node_Graph_Preview(_x, _y, _group = noone) : Node(_x, _y, _group) const
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var _hov = false;
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if(PANEL_INSPECTOR.inspecting == self) {
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if(PANEL_INSPECTOR.inspecting == self && PANEL_GRAPH.node_hovering == noone && PANEL_GRAPH.junction_hovering == noone) {
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var _sw = surface_get_width_safe(surf);
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var _sh = surface_get_height_safe(surf);
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@ -17,10 +17,12 @@ void main() {
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if(c.rgb == vec3(0.)) return;
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if(c == red) return;
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float ite = diagonal == 1? 8. : 4.;
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float ite = diagonal == 1? 8. : 4.;
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float base = 1.;
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float top = 0.;
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vec2 shf = vec2(0.);
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vec2 tx = 1. / dimension;
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for(float i = 0.; i < ite; i++) {
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float ang = top / base * TAU;
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top += 2.;
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@ -29,8 +31,11 @@ void main() {
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base *= 2.;
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}
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shf.x = cos(ang);
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shf.y = sin(ang);
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for(float j = 0.; j < dimension.x; j++) {
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vec2 _pos = v_vTexcoord + vec2(cos(ang), sin(ang)) * j / dimension;
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vec2 _pos = v_vTexcoord + shf * j * tx;
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if(_pos.x < 0. || _pos.y < 0. || _pos.x > 1. || _pos.y > 1.)
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break;
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@ -1,15 +1,18 @@
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//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform int blend;
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uniform vec4 color;
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uniform sampler2D mask;
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void main() {
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vec4 red = vec4(1., 0., 0., 1.);
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vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
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vec4 msk = texture2D( mask, v_vTexcoord );
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gl_FragColor = msk.rgb == vec3(1., 0., 0.)? color : col;
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gl_FragColor = col;
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if(msk != red) return;
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if(blend == 0) gl_FragColor = color;
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else if(blend == 1) gl_FragColor = color * col;
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}
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