function Node_Region_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Region Fill"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ); inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 2] = nodeValue("Fill Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, array_clone(DEF_PALETTE)) .setDisplay(VALUE_DISPLAY.palette); inputs[| 3] = nodeValue("Fill", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 4] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom_range(10000, 99999)); inputs[| 5] = nodeValue("Target Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white); inputs[| 6] = nodeValue("Inner only", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Only fill regions with surrounding pixels."); inputs[| 7] = nodeValue("Draw original", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "None", "Above", "Behind" ]); inputs[| 8] = nodeValue("Fill type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Random", "Color map", "Texture map" ]); inputs[| 9] = nodeValue("Color map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); inputs[| 10] = nodeValue("Texture map", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 4, ["Surfaces", false], 0, 1, ["Fill", false], 5, 8, 2, 9, 10, 6, ["Render", false], 7, ]; temp_surface = array_create(3); static step = function() { #region var _filt = getInputData(8); inputs[| 2].setVisible(_filt == 0); inputs[| 9].setVisible(_filt == 1, _filt == 1); inputs[| 10].setVisible(_filt == 2, _filt == 2); } #endregion 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 _targ = _data[5]; var _innr = _data[6]; var _rnbg = _data[7]; var _filt = _data[8]; var _cmap = _data[9]; var _tmap = _data[10]; 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]); } #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 base = 0; 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(); #endregion var _pal = []; for( var i = 0, n = array_length(_colr); i < n; i++ ) array_append(_pal, colToVec4(_colr[i])); surface_set_target(_outSurf); DRAW_CLEAR if(_rnbg == 2) draw_surface_safe(_surf); // render original switch(_filt) { case 0 : 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(temp_surface[base]); shader_reset(); break; case 1 : shader_set(sh_region_fill_map); shader_set_surface("colorMap", _cmap); draw_surface_safe(temp_surface[base]); shader_reset(); break; case 2 : shader_set(sh_region_fill_rg_map); shader_set_surface("textureMap", _tmap); draw_surface_safe(temp_surface[base]); shader_reset(); break; } if(_rnbg == 1) draw_surface_safe(_surf); // render original surface_reset_target(); return _outSurf; } }