Pixel-Composer/scripts/node_region_fill/node_region_fill.gml
2024-08-08 11:57:51 +07:00

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function Node_Region_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "Region Fill";
inputs[0] = nodeValue_Surface("Surface in", self);
inputs[1] = nodeValue_Surface("Mask", self);
inputs[2] = nodeValue_Palette("Fill Colors", self, array_clone(DEF_PALETTE));
inputs[3] = nodeValue_Bool("Fill", self, true);
inputs[4] = nodeValue_Int("Seed", self, seed_random(6))
.setDisplay(VALUE_DISPLAY._default, { side_button : button(function() { randomize(); inputs[4].setValue(seed_random(6)); }).setIcon(THEME.icon_random, 0, COLORS._main_icon) });
inputs[5] = nodeValue_Color("Target Color", self, c_white);
inputs[6] = nodeValue_Bool("Inner only", self, false, "Only fill regions with surrounding pixels.");
inputs[7] = nodeValue_Enum_Scroll("Draw original", self, 0, [ "None", "Above", "Behind" ]);
inputs[8] = nodeValue_Enum_Scroll("Fill type", self, 0, [ "Random", "Color map", "Texture map" ]);
inputs[9] = nodeValue_Surface("Color map", self);
inputs[10] = nodeValue_Surface("Texture map", self);
inputs[11] = nodeValue_Bool("Color Filter", self, false);
outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone);
input_display_list = [ 4,
["Surfaces", false], 0, 1,
["Regions", false, 11], 5, 6,
["Fill", false], 8, 2, 9, 10,
["Render", false], 7,
];
temp_surface = array_create(3);
static step = function() {
var _filt = getInputData( 8);
var _fclr = getInputData(11);
inputs[ 2].setVisible(_filt == 0);
inputs[ 9].setVisible(_filt == 1, _filt == 1);
inputs[10].setVisible(_filt == 2, _filt == 2);
inputs[ 5].setVisible(_fclr);
inputs[ 6].setVisible(_fclr);
}
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 _rnbg = _data[7];
var _filt = _data[8];
var _cmap = _data[9];
var _tmap = _data[10];
var _fclr = _data[11];
var _targ = _data[5];
var _innr = _data[6];
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]);
}
var base = 0;
var cmap = temp_surface[0];
if(_fclr) {
#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 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();
cmap = temp_surface[base];
#endregion
} else {
#region coordinate
surface_set_shader(temp_surface[base], sh_region_fill_coordinate_all_init);
draw_surface_safe(_surf);
surface_reset_shader();
base = !base;
var amo = _sw + _sh;
repeat( amo ) {
surface_set_shader(temp_surface[base], sh_region_fill_coordinate_all);
shader_set_f("dimension", _sw, _sh);
shader_set_surface("base", _surf);
draw_surface_safe(temp_surface[!base]);
surface_reset_shader();
base = !base;
}
cmap = temp_surface[!base];
#endregion
}
surface_set_target(_outSurf);
DRAW_CLEAR
if(_rnbg == 2) draw_surface_safe(_surf); // render original
switch(_filt) {
case 0 : // Random colors
var _pal = [];
for( var i = 0, n = array_length(_colr); i < n; i++ )
array_append(_pal, colToVec4(_colr[i]));
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(cmap);
shader_reset();
break;
case 1 : // Color Map
shader_set(sh_region_fill_map);
shader_set_surface("colorMap", _cmap);
draw_surface_safe(cmap);
shader_reset();
break;
case 2 : // Texture Map
shader_set(sh_region_fill_rg_map);
shader_set_surface("textureMap", _tmap);
draw_surface_safe(cmap);
shader_reset();
break;
}
if(_rnbg == 1) draw_surface_safe(_surf); // render original
surface_reset_target();
return _outSurf;
}
}