Pixel-Composer/scripts/node_flood_fill/node_flood_fill.gml
2023-02-28 15:43:01 +07:00

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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,
["Surface", false], 0, 1, 2,
["Fill", false], 4, 6, 5, 7,
]
temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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_getpixel_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);
surface_set_target(temp_surface[0]);
draw_clear_alpha(0, 0);
shader_set(sh_flood_fill_thres);
shader_set_f(sh_flood_fill_thres, "color", colaToVec4(_filC));
shader_set_f(sh_flood_fill_thres, "thres", _thr);
BLEND_OVERRIDE
draw_surface(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 = sw + sh;
repeat(it) {
ind = !ind;
surface_set_target(temp_surface[ind]);
draw_clear_alpha(0, 0);
shader_set(sh_flood_fill_it);
shader_set_f(sh_flood_fill_it, "dimension", [ sw, sh ]);
shader_set_i(sh_flood_fill_it, "diagonal", _dia);
BLEND_OVERRIDE
draw_surface(temp_surface[!ind], 0, 0);
BLEND_NORMAL
shader_reset();
surface_reset_target();
}
surface_set_target(_outSurf);
draw_clear_alpha(0, 0);
shader_set(sh_flood_fill_replace);
shader_set_f(sh_flood_fill_replace, "color", colToVec4(_col));
shader_set_surface(sh_flood_fill_replace, "mask", temp_surface[ind]);
BLEND_OVERRIDE
draw_surface(inSurf, 0, 0);
BLEND_NORMAL
shader_reset();
surface_reset_target();
_outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]);
return _outSurf;
}
}