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("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, DEF_PALETTE ) .setDisplay(VALUE_DISPLAY.palette); inputs[| 3] = nodeValue("Fill Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true); inputs[| 4] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, irandom_range(10000, 99999)); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Surfaces", false], 0, 1, ["Fill", false, 3], 4, 2, ]; temp_surface = [ surface_create(1, 1), surface_create(1, 1) ]; static step = function() {} 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 _sw = surface_get_width_safe(_surf); var _sh = surface_get_height_safe(_surf) temp_surface[0] = surface_verify(temp_surface[0], _sw, _sh); temp_surface[1] = surface_verify(temp_surface[1], _sw, _sh); surface_clear(temp_surface[0]); surface_set_shader(temp_surface[1], sh_region_fill_init); draw_surface_safe(_surf, 0, 0); surface_reset_shader(); var base = 0; var amo = _sw + _sh; for( var i = 0; i < amo; i++ ) { surface_set_shader(temp_surface[base], sh_region_fill_coordinate); shader_set_f("dimension", _sw, _sh); draw_surface_safe(temp_surface[!base], 0, 0); surface_reset_shader(); base = !base; } if(_fill) { var _pal = []; for( var i = 0, n = array_length(_colr); i < n; i++ ) array_append(_pal, colToVec4(_colr[i])); surface_set_shader(_outSurf, 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], 0, 0); surface_reset_shader(); } else { surface_set_shader(_outSurf); draw_surface_safe(temp_surface[base], 0, 0); surface_reset_shader(); } return _outSurf; } }