function Node_Seperate_Shape(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "Separate shape"; shader = sh_seperate_shape_ite; uniform_it_dim = shader_get_uniform(shader, "dimension"); is_dynamic_output = true; inputs[| 0] = nodeValue(0, "Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue(1, "Output", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Node", "Array" ]); inputs[| 2] = nodeValue(2, "Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); static createOutput = function() { var o = nodeValue(ds_list_size(outputs), "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); ds_list_add(outputs, o); return o; } temp_surf = [ PIXEL_SURFACE, PIXEL_SURFACE ]; surface_buffer = buffer_create(1 * 1 * 4, buffer_fixed, 2); function get_color_buffer(_x, _y, w, h) { buffer_seek(surface_buffer, buffer_seek_start, (w * _y + _x) * 4); var c = buffer_read(surface_buffer, buffer_u32); return c; } _prev_type = -1; static inspectorUpdate = function() { var _inSurf = inputs[| 0].getValue(); var _out_type = inputs[| 1].getValue(); var t = current_time; if(!is_surface(_inSurf)) return; var ww = surface_get_width(_inSurf); var hh = surface_get_height(_inSurf); for(var i = 0; i < 2; i++) { temp_surf[i] = surface_verify(temp_surf[i], ww, hh); surface_set_target(temp_surf[i]); draw_clear_alpha(0, 0); surface_reset_target(); } shader_set(sh_seperate_shape_index); shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_index, "tolerance"), inputs[| 2].getValue()); surface_set_target(temp_surf[1]); draw_surface_safe(_inSurf, 0, 0); surface_reset_target(); shader_reset(); shader_set(shader); shader_set_uniform_f_array(uniform_it_dim, [ ww, hh ]); shader_reset(); var res_index = 0, iteration = ww + hh; for(var i = 0; i <= iteration; i++) { var bg = i % 2; var fg = (i + 1) % 2; shader_set(shader); surface_set_target(temp_surf[bg]); draw_clear_alpha(0, 0); BLEND_OVER draw_surface_safe(temp_surf[fg], 0, 0); BLEND_NORMAL surface_reset_target(); shader_reset(); res_index = bg; } var _pixel_surface = surface_create_valid(PREF_MAP[? "shape_separation_max"], 1); surface_set_target(_pixel_surface); draw_clear_alpha(0, 0); BLEND_OVER shader_set(sh_seperate_shape_counter); texture_set_stage(shader_get_sampler_index(sh_seperate_shape_counter, "surface"), surface_get_texture(temp_surf[res_index])); shader_set_uniform_f_array(shader_get_uniform(sh_seperate_shape_counter, "dimension"), [ ww, hh ]); shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_counter, "maxShape"), PREF_MAP[? "shape_separation_max"]); draw_sprite_ext(s_fx_pixel, 0, 0, 0, PREF_MAP[? "shape_separation_max"], 1, 0, c_white, 1); shader_reset(); BLEND_NORMAL surface_reset_target(); var px = surface_getpixel(_pixel_surface, 0, 0); if(px > 0) { var _outSurf, _val; if(_out_type == 0) { while(ds_list_size(outputs) > px) ds_list_delete(outputs, px - 1); } else if(_out_type == 1) { _val = array_create(px); if(_prev_type != _out_type) { ds_list_clear(outputs); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, _val); outputs[| 1] = nodeValue(1, "Shape map", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, temp_surf[res_index]); outputs[| 2] = nodeValue(2, "Boundary data", self, JUNCTION_CONNECT.output, VALUE_TYPE.integer, []); _prev_type = _out_type; } else { outputs[| 0].setValue(_val); } } var _boundary = array_create(px); buffer_delete(surface_buffer); surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2); buffer_get_surface(surface_buffer, temp_surf[res_index], 0); for(var i = 0; i < px; i++) { if(_out_type == 0) { if(i >= ds_list_size(outputs)) { createOutput(); } _outSurf = outputs[| i].getValue(); surface_size_to(_outSurf, ww, hh); } else { _outSurf = surface_create_valid(ww, hh); _val[@ i] = _outSurf; } surface_set_target(_outSurf); draw_clear_alpha(0, 0); BLEND_OVER shader_set(sh_seperate_shape_sep); var ccx = surface_getpixel_ext(_pixel_surface, 1 + i, 0); var alpha = (ccx >> 24) & 255; var blue = (ccx >> 16) & 255; var green = (ccx >> 8) & 255; var red = ccx & 255; #region boundary search if(_out_type == 1) { var min_x = floor(red / 255 * ww); var min_y = floor(green / 255 * hh); var max_x = ceil(blue / 255 * ww); var max_y = ceil(alpha / 255 * hh); var t = max_y; var b = min_y; var l = max_x; var r = min_x; for( var j = min_x; j < max_x; j++ ) for( var k = min_y; k < max_y; k++ ) { var _sc = get_color_buffer(j, k, ww, hh); if(_sc == ccx) { t = min(t, k); b = max(b, k); l = min(l, j); r = max(r, j); } } _boundary[i] = [l, t, r, b]; } #endregion texture_set_stage(shader_get_sampler_index(sh_seperate_shape_sep, "original"), surface_get_texture(_inSurf)); shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_sep, "color"), red, green, blue, alpha); draw_surface_safe(temp_surf[res_index], 0, 0); shader_reset(); BLEND_NORMAL surface_reset_target(); } if(_out_type == 1) { outputs[| 2].setValue(_boundary); } } } }