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