enum AUTOTERRAIN_TYPE { box9, box25, side15, top48, top55, } global.autoterrain_amount = [ 9, 16, 15, 48, 55, ]; function tiler_brush_autoterrain(_type, _index) constructor { name = "autoterrain"; index = _index; mask_surface = noone; update_surface = noone; drawing_surface = noone; target_surface = noone; eraseMode = false; preview_surface = noone; preview_surface_tile = noone; open = false; sc_type = new scrollBox(["Simple box (3x3)", "Corner box (5x5)", "Side platform (5x3)", "Godot tile (12x4)", "Gamemaker tileset (11x5)"], function(ind) /*=>*/ { setType(ind); }); sc_type.font = f_p3; static indexMap48 = [ 8, 10, 11, 0, 1, 6, 5, 3, 2, 34, 12, 20, 33, 35, 12, 28, 30, 29, 31, 46, 21, 12, 44, 45, 47, 24, 16, 18, 17, 19, 9, 43, 40, 37, 38, 39, 36, 25, 42, 41, 27, 26, 7, 4, 13, 23, 32, 15, 14, 12 ]; static setType = function(_type) { type = _type; switch(type) { case 0 : index = array_verify_ext(index, 9, function() /*=>*/ {return -1}); break; case 1 : index = array_verify_ext(index, 25, function() /*=>*/ {return -1}); break; case 2 : index = array_verify_ext(index, 15, function() /*=>*/ {return -1}); break; case 3 : index = array_verify_ext(index, 48, function() /*=>*/ {return -1}); break; case 4 : index = array_verify_ext(index, 55, function() /*=>*/ {return -1}); break; } } setType(_type); static drawing_start = function(surface, _erase = false) { target_surface = surface; eraseMode = _erase; var _dim = surface_get_dimension(surface); drawing_surface = surface_verify(drawing_surface, _dim[0], _dim[1], surface_r8unorm); //print($"Drawing start {surface} | {drawing_surface}"); draw_set_color(c_white); surface_set_target(drawing_surface); DRAW_CLEAR } static drawing_end = function() { surface_reset_target(); apply_drawing(); } static apply_drawing = function() { var _dim = surface_get_dimension(target_surface); mask_surface = surface_verify(mask_surface, _dim[0], _dim[1], surface_r8unorm); update_surface = surface_verify(update_surface, _dim[0], _dim[1], surface_rgba16float); // autoterrain mask // #000000 : not part of autoterrain // #808080 : part of autoterrain, read only // #FFFFFF : part of autoterrain, writable surface_set_shader(mask_surface, sh_tiler_autoterrain_mask); shader_set_surface("drawSurface", drawing_surface); shader_set_i("indexes", index); shader_set_i("indexSize", array_length(index)); draw_surface(target_surface, 0, 0); surface_reset_shader(); surface_set_shader(update_surface, sh_tiler_autoterrain_apply); shader_set_2("dimension", _dim); shader_set_surface("maskSurface", mask_surface); shader_set_i("bitmaskType", type); shader_set_i("indexMapper48", indexMap48); shader_set_i("indexes", index); shader_set_i("indexSize", array_length(index)); shader_set_i("erase", eraseMode); draw_surface(target_surface, 0, 0); surface_reset_shader(); surface_set_target(target_surface); DRAW_CLEAR BLEND_OVERRIDE draw_surface(update_surface, 0, 0); BLEND_NORMAL surface_reset_target(); } }