function Node_Region_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Region Fill"; newInput(0, nodeValue_Surface("Surface in", self)); newInput(1, nodeValue_Surface("Mask", self)); newInput(2, nodeValue_Palette("Fill Colors", self, array_clone(DEF_PALETTE))); newInput(3, nodeValue_Bool("Fill", self, true)); newInput(4, nodeValue_Int("Seed", self, seed_random(6))) .setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[4].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) }); newInput(5, nodeValue_Color("Target Color", self, c_white)); newInput(6, nodeValue_Bool("Inner only", self, false, "Only fill regions with surrounding pixels.")); newInput(7, nodeValue_Enum_Scroll("Draw original", self, 0, [ "None", "Above", "Behind" ])); newInput(8, nodeValue_Enum_Scroll("Fill type", self, 0, [ "Random", "Color map", "Texture map", "Texture Coord" ])); newInput(9, nodeValue_Surface("Color map", self)); newInput(10, nodeValue_Surface("Texture map", self)); newInput(11, nodeValue_Bool("Color Filter", self, false)); outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); input_display_list = [ 4, ["Surfaces", false], 0, 1, ["Regions Filter", false, 11], 5, 6, ["Fill", false], 8, 2, 9, 10, ["Render", false], 7, ]; temp_surface = array_create(3); static step = function() { var _filt = getInputData( 8); var _fclr = getInputData(11); inputs[ 2].setVisible(_filt == 0); inputs[ 9].setVisible(_filt == 1, _filt == 1); inputs[10].setVisible(_filt == 2, _filt == 2); inputs[ 5].setVisible(_fclr); inputs[ 6].setVisible(_fclr); } static processData = function(_outSurf, _data, _output_index, _array_index) { var _surf = _data[0]; var _mask = _data[1]; var _colr = _data[2]; var _fill = _data[3]; var _seed = _data[4]; var _rnbg = _data[7]; var _filt = _data[8]; var _cmap = _data[9]; var _tmap = _data[10]; var _fclr = _data[11]; var _targ = _data[5]; var _innr = _data[6]; var _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf) for( var i = 0, n = array_length(temp_surface); i < n; i++ ) { temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh); surface_clear(temp_surface[i]); } var base = 0; var cmap = temp_surface[0]; if(_fclr) { #region filter color surface_set_shader(temp_surface[1], sh_region_fill_init); shader_set_color("targetColor", _targ); draw_surface_safe(_surf); surface_reset_shader(); #endregion #region inner region var amo = _sw; if(_innr) { repeat( amo ) { surface_set_shader(temp_surface[base], sh_region_fill_inner); shader_set_f("dimension", _sw, _sh); draw_surface_safe(temp_surface[!base]); surface_reset_shader(); base = !base; } surface_set_shader(temp_surface[2], sh_region_fill_inner_remove); draw_surface_safe(temp_surface[!base]); surface_reset_shader(); } else { surface_set_shader(temp_surface[2], sh_region_fill_inner_remove); draw_surface_safe(temp_surface[1]); surface_reset_shader(); } #endregion #region coordinate surface_set_shader(temp_surface[base], sh_region_fill_coordinate_init); draw_surface_safe(temp_surface[2]); surface_reset_shader(); base = !base; var amo = _sw + _sh; repeat( amo ) { surface_set_shader(temp_surface[base], sh_region_fill_coordinate); shader_set_f("dimension", _sw, _sh); shader_set_surface("base", temp_surface[2]); draw_surface_safe(temp_surface[!base]); surface_reset_shader(); base = !base; } surface_set_shader(temp_surface[base], sh_region_fill_border); shader_set_f("dimension", _sw, _sh); shader_set_surface("original", _surf); draw_surface_safe(temp_surface[!base]); surface_reset_shader(); cmap = temp_surface[base]; #endregion } else { #region coordinate surface_set_shader(temp_surface[base], sh_region_fill_coordinate_all_init); draw_surface_safe(_surf); surface_reset_shader(); base = !base; var amo = _sw + _sh; repeat( amo ) { surface_set_shader(temp_surface[base], sh_region_fill_coordinate_all); shader_set_f("dimension", _sw, _sh); shader_set_surface("base", _surf); draw_surface_safe(temp_surface[!base]); surface_reset_shader(); base = !base; } cmap = temp_surface[!base]; #endregion } surface_set_target(_outSurf); DRAW_CLEAR if(_rnbg == 2) draw_surface_safe(_surf); // render original switch(_filt) { case 0 : // Random colors var _pal = []; for( var i = 0, n = array_length(_colr); i < n; i++ ) array_append(_pal, colToVec4(_colr[i])); shader_set(sh_region_fill_color); shader_set_f("colors", _pal); shader_set_f("seed", _seed); shader_set_f("colorAmount", array_length(_colr)); draw_surface_safe(cmap); shader_reset(); break; case 1 : // Color Map shader_set(sh_region_fill_map); shader_set_surface("colorMap", _cmap); draw_surface_safe(cmap); shader_reset(); break; case 2 : // Texture Map shader_set(sh_region_fill_rg_map); shader_set_surface("textureMap", _tmap); draw_surface_safe(cmap); shader_reset(); break; case 3 : // Texture Map shader_set(sh_region_fill_rg_coord); draw_surface_safe(cmap); shader_reset(); break; } if(_rnbg == 1) draw_surface_safe(_surf); // render original surface_reset_target(); return _outSurf; } }