function Node_Seperate_Shape(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Separate Shape"; //error_update_enabled = true; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0) .rejectArray(); inputs[| 1] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]) .rejectArray(); inputs[| 2] = nodeValue("Override color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false) .rejectArray(); inputs[| 3] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white) .rejectArray(); inputs[| 4] = nodeValue("Ignore blank", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Skip empty and black shape.") .rejectArray(); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Boundary data", self, JUNCTION_CONNECT.output, VALUE_TYPE.integer, []); input_display_list = [ ["Shape", false], 0, 1, 4, ["Render", false], 2, 3, ] attribute_surface_depth(); attribute_auto_execute(true); temp_surface = [ surface_create(1, 1), surface_create(1, 1) ]; surface_buffer = buffer_create(1 * 1 * 4, buffer_fixed, 2); surface_w = 1; surface_h = 1; attributes[? "max_shape"] = 32; array_push(attributeEditors, ["Maximum shapes", "max_shape", new textBox(TEXTBOX_INPUT.number, function(val) { attributes[? "max_shape"] = val; })]); function get_color_buffer(_x, _y) { buffer_seek(surface_buffer, buffer_seek_start, (surface_w * _y + _x) * 4); var c = buffer_read(surface_buffer, buffer_u32); return c; } _prev_type = -1; static onInspector1Update = function() { separateShape(); } static update = function() { if(attributes[? "auto_exe"]) separateShape(); } static separateShape = function() { var _inSurf = inputs[| 0].getValue(); var _thres = inputs[| 1].getValue(); var _ovr = inputs[| 2].getValue(); var _ovrclr = inputs[| 3].getValue(); var _ignore = inputs[| 4].getValue(); var t = current_time; if(!is_surface(_inSurf)) return; var ww = surface_get_width(_inSurf); var hh = surface_get_height(_inSurf); surface_w = ww; surface_h = hh; for(var i = 0; i < 2; i++) { temp_surface[i] = surface_verify(temp_surface[i], ww, hh, attrDepth()); surface_set_target(temp_surface[i]); DRAW_CLEAR surface_reset_target(); } shader_set(sh_seperate_shape_index); shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_index, "ignore"), _ignore); surface_set_target(temp_surface[1]); draw_sprite_stretched(s_fx_pixel, 0, 0, 0, ww, hh); surface_reset_target(); shader_reset(); shader_set(sh_seperate_shape_ite); shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_ite, "ignore"), _ignore); shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_ite, "dimension"), ww, hh); shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_ite, "threshold"), _thres); if(is_surface(_inSurf)) texture_set_stage(shader_get_sampler_index(sh_seperate_shape_ite, "map"), surface_get_texture(_inSurf)); var res_index = 0, iteration = ww + hh; for(var i = 0; i <= iteration; i++) { var bg = i % 2; var fg = !bg; surface_set_target(temp_surface[bg]); DRAW_CLEAR BLEND_OVERRIDE; draw_surface_safe(temp_surface[fg], 0, 0); BLEND_NORMAL; surface_reset_target(); res_index = bg; } shader_reset(); var _pixel_surface = surface_create_valid(attributes[? "max_shape"], 1); surface_set_target(_pixel_surface); DRAW_CLEAR BLEND_OVERRIDE; shader_set(sh_seperate_shape_counter); texture_set_stage(shader_get_sampler_index(sh_seperate_shape_counter, "surface"), surface_get_texture(temp_surface[res_index])); shader_set_uniform_f_array_safe(shader_get_uniform(sh_seperate_shape_counter, "dimension"), [ ww, hh ]); shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_counter, "maxShape"), attributes[? "max_shape"]); shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_counter, "ignore"), _ignore); draw_sprite_ext(s_fx_pixel, 0, 0, 0, attributes[? "max_shape"], 1, 0, c_white, 1); shader_reset(); BLEND_NORMAL; surface_reset_target(); var px = surface_getpixel(_pixel_surface, 0, 0); if(px == 0) return; var _outSurf, _val; _val = array_create(px); 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_surface[res_index], 0); for(var i = 0; i < px; i++) { _outSurf = surface_create_valid(ww, hh); _val[@ i] = _outSurf; surface_set_target(_outSurf); DRAW_CLEAR BLEND_OVERRIDE; 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; 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); if(_sc != ccx) continue; t = min(t, k); b = max(b, k); l = min(l, j); r = max(r, j); } _boundary[i] = [l, t, r, b]; if(is_surface(_inSurf)) 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); shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_sep, "override"), _ovr); shader_set_uniform_f_array_safe(shader_get_uniform(sh_seperate_shape_sep, "overColor"), colToVec4(_ovrclr)); draw_surface_safe(temp_surface[res_index], 0, 0); shader_reset(); BLEND_NORMAL; surface_reset_target(); } outputs[| 1].setValue(_boundary,,, false); } }