mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-24 14:06:23 +01:00
211 lines
No EOL
5.6 KiB
Text
211 lines
No EOL
5.6 KiB
Text
function Node_Region_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Region Fill";
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inputs[0] = nodeValue_Surface("Surface in", self);
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inputs[1] = nodeValue_Surface("Mask", self);
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inputs[2] = nodeValue_Palette("Fill Colors", self, array_clone(DEF_PALETTE));
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inputs[3] = nodeValue_Bool("Fill", self, true);
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inputs[4] = nodeValue_Int("Seed", self, seed_random(6))
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.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[4].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
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inputs[5] = nodeValue_Color("Target Color", self, c_white);
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inputs[6] = nodeValue_Bool("Inner only", self, false, "Only fill regions with surrounding pixels.");
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inputs[7] = nodeValue_Enum_Scroll("Draw original", self, 0, [ "None", "Above", "Behind" ]);
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inputs[8] = nodeValue_Enum_Scroll("Fill type", self, 0, [ "Random", "Color map", "Texture map" ]);
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inputs[9] = nodeValue_Surface("Color map", self);
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inputs[10] = nodeValue_Surface("Texture map", self);
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inputs[11] = nodeValue_Bool("Color Filter", self, false);
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outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
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input_display_list = [ 4,
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["Surfaces", false], 0, 1,
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["Regions", false, 11], 5, 6,
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["Fill", false], 8, 2, 9, 10,
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["Render", false], 7,
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];
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temp_surface = array_create(3);
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static step = function() {
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var _filt = getInputData( 8);
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var _fclr = getInputData(11);
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inputs[ 2].setVisible(_filt == 0);
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inputs[ 9].setVisible(_filt == 1, _filt == 1);
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inputs[10].setVisible(_filt == 2, _filt == 2);
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inputs[ 5].setVisible(_fclr);
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inputs[ 6].setVisible(_fclr);
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}
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static processData = function(_outSurf, _data, _output_index, _array_index) {
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var _surf = _data[0];
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var _mask = _data[1];
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var _colr = _data[2];
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var _fill = _data[3];
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var _seed = _data[4];
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var _rnbg = _data[7];
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var _filt = _data[8];
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var _cmap = _data[9];
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var _tmap = _data[10];
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var _fclr = _data[11];
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var _targ = _data[5];
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var _innr = _data[6];
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var _sw = surface_get_width_safe(_surf);
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var _sh = surface_get_height_safe(_surf)
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for( var i = 0, n = array_length(temp_surface); i < n; i++ ) {
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temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh);
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surface_clear(temp_surface[i]);
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}
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var base = 0;
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var cmap = temp_surface[0];
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if(_fclr) {
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#region filter color
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surface_set_shader(temp_surface[1], sh_region_fill_init);
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shader_set_color("targetColor", _targ);
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draw_surface_safe(_surf);
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surface_reset_shader();
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#endregion
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#region inner region
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var amo = _sw;
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if(_innr) {
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repeat( amo ) {
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surface_set_shader(temp_surface[base], sh_region_fill_inner);
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shader_set_f("dimension", _sw, _sh);
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draw_surface_safe(temp_surface[!base]);
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surface_reset_shader();
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base = !base;
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}
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surface_set_shader(temp_surface[2], sh_region_fill_inner_remove);
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draw_surface_safe(temp_surface[!base]);
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surface_reset_shader();
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} else {
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surface_set_shader(temp_surface[2], sh_region_fill_inner_remove);
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draw_surface_safe(temp_surface[1]);
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surface_reset_shader();
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}
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#endregion
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#region coordinate
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surface_set_shader(temp_surface[base], sh_region_fill_coordinate_init);
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draw_surface_safe(temp_surface[2]);
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surface_reset_shader();
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base = !base;
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var amo = _sw + _sh;
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repeat( amo ) {
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surface_set_shader(temp_surface[base], sh_region_fill_coordinate);
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shader_set_f("dimension", _sw, _sh);
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shader_set_surface("base", temp_surface[2]);
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draw_surface_safe(temp_surface[!base]);
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surface_reset_shader();
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base = !base;
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}
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surface_set_shader(temp_surface[base], sh_region_fill_border);
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shader_set_f("dimension", _sw, _sh);
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shader_set_surface("original", _surf);
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draw_surface_safe(temp_surface[!base]);
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surface_reset_shader();
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cmap = temp_surface[base];
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#endregion
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} else {
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#region coordinate
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surface_set_shader(temp_surface[base], sh_region_fill_coordinate_all_init);
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draw_surface_safe(_surf);
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surface_reset_shader();
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base = !base;
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var amo = _sw + _sh;
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repeat( amo ) {
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surface_set_shader(temp_surface[base], sh_region_fill_coordinate_all);
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shader_set_f("dimension", _sw, _sh);
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shader_set_surface("base", _surf);
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draw_surface_safe(temp_surface[!base]);
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surface_reset_shader();
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base = !base;
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}
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cmap = temp_surface[!base];
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#endregion
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}
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surface_set_target(_outSurf);
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DRAW_CLEAR
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if(_rnbg == 2) draw_surface_safe(_surf); // render original
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switch(_filt) {
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case 0 : // Random colors
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var _pal = [];
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for( var i = 0, n = array_length(_colr); i < n; i++ )
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array_append(_pal, colToVec4(_colr[i]));
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shader_set(sh_region_fill_color);
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shader_set_f("colors", _pal);
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shader_set_f("seed", _seed);
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shader_set_f("colorAmount", array_length(_colr));
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draw_surface_safe(cmap);
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shader_reset();
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break;
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case 1 : // Color Map
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shader_set(sh_region_fill_map);
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shader_set_surface("colorMap", _cmap);
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draw_surface_safe(cmap);
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shader_reset();
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break;
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case 2 : // Texture Map
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shader_set(sh_region_fill_rg_map);
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shader_set_surface("textureMap", _tmap);
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draw_surface_safe(cmap);
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shader_reset();
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break;
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}
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if(_rnbg == 1) draw_surface_safe(_surf); // render original
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surface_reset_target();
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return _outSurf;
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}
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} |