mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 06:26:42 +01:00
floodfill perf
This commit is contained in:
parent
1e8f1dc6d3
commit
20666b9a70
5 changed files with 40 additions and 15 deletions
|
@ -1,6 +1,9 @@
|
||||||
function Node_Array_Rearrange(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
|
function Node_Array_Rearrange(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
|
||||||
name = "Array Rearrange";
|
name = "Array Rearrange";
|
||||||
|
|
||||||
|
draw_pad_w = 10;
|
||||||
|
setDimension(96, 48);
|
||||||
|
|
||||||
inputs[| 0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0)
|
inputs[| 0] = nodeValue("Array", self, JUNCTION_CONNECT.input, VALUE_TYPE.any, 0)
|
||||||
.setArrayDepth(1)
|
.setArrayDepth(1)
|
||||||
.setVisible(true, true);
|
.setVisible(true, true);
|
||||||
|
@ -140,4 +143,12 @@ function Node_Array_Rearrange(_x, _y, _group = noone) : Node(_x, _y, _group) con
|
||||||
|
|
||||||
outputs[| 0].setValue(res);
|
outputs[| 0].setValue(res);
|
||||||
} #endregion
|
} #endregion
|
||||||
|
|
||||||
|
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { #region
|
||||||
|
draw_set_text(f_sdf, fa_center, fa_center, COLORS._main_text);
|
||||||
|
var str = outputs[| 0].getValue();
|
||||||
|
var bbox = drawGetBbox(xx, yy, _s);
|
||||||
|
draw_text_bbox(bbox, str);
|
||||||
|
} #endregion
|
||||||
|
|
||||||
}
|
}
|
|
@ -24,11 +24,14 @@ function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
|
||||||
|
|
||||||
__init_mask_modifier(1); // inputs 8, 9
|
__init_mask_modifier(1); // inputs 8, 9
|
||||||
|
|
||||||
|
inputs[| 10] = nodeValue("Blend", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
|
||||||
|
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Override", "Multiply" ]);
|
||||||
|
|
||||||
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
|
||||||
|
|
||||||
input_display_list = [ 3,
|
input_display_list = [ 3,
|
||||||
["Surfaces", false], 0, 1, 2, 8, 9,
|
["Surfaces", false], 0, 1, 2, 8, 9,
|
||||||
["Fill", false], 4, 6, 5, 7,
|
["Fill", false], 4, 6, 5, 7, 10,
|
||||||
]
|
]
|
||||||
|
|
||||||
temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
|
temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
|
||||||
|
@ -55,10 +58,11 @@ function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
|
||||||
var inSurf = _data[0];
|
var inSurf = _data[0];
|
||||||
if(!is_surface(inSurf)) return _outSurf;
|
if(!is_surface(inSurf)) return _outSurf;
|
||||||
|
|
||||||
var _pos = _data[4];
|
var _pos = _data[ 4];
|
||||||
var _col = _data[5];
|
var _col = _data[ 5];
|
||||||
var _thr = _data[6];
|
var _thr = _data[ 6];
|
||||||
var _dia = _data[7];
|
var _dia = _data[ 7];
|
||||||
|
var _bnd = _data[10];
|
||||||
|
|
||||||
var _filC = surface_get_pixel_ext(inSurf, _pos[0], _pos[1]);
|
var _filC = surface_get_pixel_ext(inSurf, _pos[0], _pos[1]);
|
||||||
|
|
||||||
|
@ -86,7 +90,7 @@ function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
|
||||||
surface_reset_target();
|
surface_reset_target();
|
||||||
|
|
||||||
var ind = 0;
|
var ind = 0;
|
||||||
var it = attributes.fill_iteration == -1? sw + sh : attributes.fill_iteration;
|
var it = attributes.fill_iteration == -1? 8 : attributes.fill_iteration;
|
||||||
repeat(it) {
|
repeat(it) {
|
||||||
ind = !ind;
|
ind = !ind;
|
||||||
|
|
||||||
|
@ -98,8 +102,10 @@ function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group
|
||||||
}
|
}
|
||||||
|
|
||||||
surface_set_shader(_outSurf, sh_flood_fill_replace);
|
surface_set_shader(_outSurf, sh_flood_fill_replace);
|
||||||
shader_set_color("color", _col);
|
shader_set_color("color", _col);
|
||||||
shader_set_surface("mask", temp_surface[ind]);
|
shader_set_surface("mask", temp_surface[ind]);
|
||||||
|
shader_set_i("blend", _bnd);
|
||||||
|
|
||||||
draw_surface_safe(inSurf, 0, 0);
|
draw_surface_safe(inSurf, 0, 0);
|
||||||
surface_reset_shader();
|
surface_reset_shader();
|
||||||
|
|
||||||
|
|
|
@ -85,7 +85,7 @@ function Node_Graph_Preview(_x, _y, _group = noone) : Node(_x, _y, _group) const
|
||||||
|
|
||||||
var _hov = false;
|
var _hov = false;
|
||||||
|
|
||||||
if(PANEL_INSPECTOR.inspecting == self) {
|
if(PANEL_INSPECTOR.inspecting == self && PANEL_GRAPH.node_hovering == noone && PANEL_GRAPH.junction_hovering == noone) {
|
||||||
var _sw = surface_get_width_safe(surf);
|
var _sw = surface_get_width_safe(surf);
|
||||||
var _sh = surface_get_height_safe(surf);
|
var _sh = surface_get_height_safe(surf);
|
||||||
|
|
||||||
|
|
|
@ -17,10 +17,12 @@ void main() {
|
||||||
if(c.rgb == vec3(0.)) return;
|
if(c.rgb == vec3(0.)) return;
|
||||||
if(c == red) return;
|
if(c == red) return;
|
||||||
|
|
||||||
float ite = diagonal == 1? 8. : 4.;
|
float ite = diagonal == 1? 8. : 4.;
|
||||||
|
|
||||||
float base = 1.;
|
float base = 1.;
|
||||||
float top = 0.;
|
float top = 0.;
|
||||||
|
vec2 shf = vec2(0.);
|
||||||
|
vec2 tx = 1. / dimension;
|
||||||
|
|
||||||
for(float i = 0.; i < ite; i++) {
|
for(float i = 0.; i < ite; i++) {
|
||||||
float ang = top / base * TAU;
|
float ang = top / base * TAU;
|
||||||
top += 2.;
|
top += 2.;
|
||||||
|
@ -29,8 +31,11 @@ void main() {
|
||||||
base *= 2.;
|
base *= 2.;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
shf.x = cos(ang);
|
||||||
|
shf.y = sin(ang);
|
||||||
|
|
||||||
for(float j = 0.; j < dimension.x; j++) {
|
for(float j = 0.; j < dimension.x; j++) {
|
||||||
vec2 _pos = v_vTexcoord + vec2(cos(ang), sin(ang)) * j / dimension;
|
vec2 _pos = v_vTexcoord + shf * j * tx;
|
||||||
|
|
||||||
if(_pos.x < 0. || _pos.y < 0. || _pos.x > 1. || _pos.y > 1.)
|
if(_pos.x < 0. || _pos.y < 0. || _pos.x > 1. || _pos.y > 1.)
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -1,15 +1,18 @@
|
||||||
//
|
|
||||||
// Simple passthrough fragment shader
|
|
||||||
//
|
|
||||||
varying vec2 v_vTexcoord;
|
varying vec2 v_vTexcoord;
|
||||||
varying vec4 v_vColour;
|
varying vec4 v_vColour;
|
||||||
|
|
||||||
|
uniform int blend;
|
||||||
uniform vec4 color;
|
uniform vec4 color;
|
||||||
uniform sampler2D mask;
|
uniform sampler2D mask;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
|
vec4 red = vec4(1., 0., 0., 1.);
|
||||||
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
|
vec4 col = texture2D( gm_BaseTexture, v_vTexcoord );
|
||||||
vec4 msk = texture2D( mask, v_vTexcoord );
|
vec4 msk = texture2D( mask, v_vTexcoord );
|
||||||
|
|
||||||
gl_FragColor = msk.rgb == vec3(1., 0., 0.)? color : col;
|
gl_FragColor = col;
|
||||||
|
if(msk != red) return;
|
||||||
|
|
||||||
|
if(blend == 0) gl_FragColor = color;
|
||||||
|
else if(blend == 1) gl_FragColor = color * col;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue