function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Flood Fill"; inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0) .rejectArray(); inputs[| 1] = nodeValue("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); active_index = 3; inputs[| 4] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 5] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black ) inputs[| 6] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1) .setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]); inputs[| 7] = nodeValue("Diagonal", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ 3, ["Output", false], 0, 1, 2, ["Fill", false], 4, 6, 5, 7, ] temp_surface = [ surface_create(1, 1), surface_create(1, 1) ]; attribute_surface_depth(); attributes.fill_iteration = -1; array_push(attributeEditors, "Algorithm"); array_push(attributeEditors, ["Fill iteration", "fill_iteration", new textBox(TEXTBOX_INPUT.number, function(val) { attributes.fill_iteration = val; triggerRender(); })]); static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); } static process_data = function(_outSurf, _data, _output_index, _array_index) { var inSurf = _data[0]; if(!is_surface(inSurf)) return _outSurf; var _pos = _data[4]; var _col = _data[5]; var _thr = _data[6]; var _dia = _data[7]; var _filC = surface_get_pixel_ext(inSurf, _pos[0], _pos[1]); var sw = surface_get_width(inSurf); var sh = surface_get_height(inSurf); for( var i = 0; i < array_length(temp_surface); i++ ) temp_surface[i] = surface_verify(temp_surface[i], sw, sh, attrDepth()); surface_set_target(temp_surface[0]); DRAW_CLEAR shader_set(sh_flood_fill_thres); shader_set_f("color", colaToVec4(_filC)); shader_set_f("thres", _thr); BLEND_OVERRIDE draw_surface_safe(inSurf, 0, 0); BLEND_NORMAL shader_reset(); BLEND_OVERRIDE draw_set_color(c_red); draw_point(_pos[0] - 1, _pos[1] - 1); BLEND_NORMAL surface_reset_target(); var ind = 0; var it = attributes.fill_iteration == -1? sw + sh : attributes.fill_iteration; repeat(it) { ind = !ind; surface_set_target(temp_surface[ind]); DRAW_CLEAR shader_set(sh_flood_fill_it); shader_set_f("dimension", [ sw, sh ]); shader_set_i("diagonal", _dia); BLEND_OVERRIDE draw_surface_safe(temp_surface[!ind], 0, 0); BLEND_NORMAL shader_reset(); surface_reset_target(); } surface_set_target(_outSurf); DRAW_CLEAR shader_set(sh_flood_fill_replace); shader_set_f("color", colToVec4(_col)); shader_set_surface("mask", temp_surface[ind]); BLEND_OVERRIDE draw_surface_safe(inSurf, 0, 0); BLEND_NORMAL shader_reset(); surface_reset_target(); _outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]); return _outSurf; } }