function Node_Find_Pixel(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Find pixel"; w = 96; shader = sh_find_pixel; shader_dim = shader_get_uniform(shader, "dimension"); shader_tex = shader_get_sampler_index(shader, "texture"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Search color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black); outputs[| 0] = nodeValue("Position", self, JUNCTION_CONNECT.output, VALUE_TYPE.integer, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); static getPreviewValues = function() { return inputs[| 0].getValue(); } temp_surface = [ surface_create(1, 1) ]; static processData = function(_output, _data, _output_index, _array_index = 0) { var _surf = _data[0]; var _col = _data[1]; if(!is_surface(_surf)) return [0, 0]; temp_surface[0] = surface_verify(temp_surface[0], 1, 1); surface_set_target(temp_surface[0]); DRAW_CLEAR shader_set(shader); texture_set_stage(shader_tex, surface_get_texture(_surf)); shader_set_uniform_f(shader_dim, surface_get_width(_surf), surface_get_height(_surf)); draw_sprite_ext(s_fx_pixel, 0, 0, 0, 1, 1, 0, _col, 1); shader_reset(); surface_reset_target(); var pos = surface_get_pixel(temp_surface[0], 0, 0); var _x = round(color_get_red(pos) / 255 * surface_get_width(_surf)); var _y = round(color_get_green(pos) / 255 * surface_get_height(_surf)); return [ _x, _y ]; } static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) { var bbox = drawGetBbox(xx, yy, _s); if(bbox.h <= 0) return; var col = inputs[| 1].getValue(); if(is_array(col)) { drawPalette(col, bbox.x0, bbox.y0, bbox.w, bbox.h); return; } draw_set_color(col); draw_rectangle(bbox.x0, bbox.y0, bbox.x1, bbox.y1, 0); } }