mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-11 04:54:06 +01:00
181 lines
5.9 KiB
Plaintext
181 lines
5.9 KiB
Plaintext
enum NODE_SEP_SHAPE_OUTPUT_TYPE {
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node,
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array
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}
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function Node_Seperate_Shape(_x, _y, _group = -1) : Node(_x, _y, _group) constructor {
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name = "Separate Shape";
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error_update_enabled = true;
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inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0)
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.rejectArray();
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inputs[| 1] = nodeValue("Tolerance", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01])
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.rejectArray();
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inputs[| 2] = nodeValue("Override color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true)
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.rejectArray();
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inputs[| 3] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_white)
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.rejectArray();
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inputs[| 4] = nodeValue("Ignore blank", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false, "Skip empty and black shape.")
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.rejectArray();
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Shape map", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 2] = nodeValue("Boundary data", self, JUNCTION_CONNECT.output, VALUE_TYPE.integer, []);
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input_display_list = [
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["Shape", false], 0, 1, 4,
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["Render", false], 2, 3,
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]
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temp_surf = [ surface_create(1, 1), surface_create(1, 1) ];
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surface_buffer = buffer_create(1 * 1 * 4, buffer_fixed, 2);
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surface_w = 1;
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surface_h = 1;
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function get_color_buffer(_x, _y) {
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buffer_seek(surface_buffer, buffer_seek_start, (surface_w * _y + _x) * 4);
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var c = buffer_read(surface_buffer, buffer_u32);
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return c;
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}
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_prev_type = -1;
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static onInspectorUpdate = function() {
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var _inSurf = inputs[| 0].getValue();
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var _thres = inputs[| 1].getValue();
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var _ovr = inputs[| 2].getValue();
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var _ovrclr = inputs[| 3].getValue();
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var _ignore = inputs[| 4].getValue();
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var t = current_time;
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if(!is_surface(_inSurf)) return;
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var ww = surface_get_width(_inSurf);
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var hh = surface_get_height(_inSurf);
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surface_w = ww;
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surface_h = hh;
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for(var i = 0; i < 2; i++) {
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temp_surf[i] = surface_verify(temp_surf[i], ww, hh);
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surface_set_target(temp_surf[i]);
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draw_clear_alpha(0, 0);
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surface_reset_target();
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}
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shader_set(sh_seperate_shape_index);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_index, "ignore"), _ignore);
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surface_set_target(temp_surf[1]);
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draw_sprite_stretched(s_fx_pixel, 0, 0, 0, ww, hh);
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surface_reset_target();
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shader_reset();
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shader_set(sh_seperate_shape_ite);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_ite, "ignore"), _ignore);
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shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_ite, "dimension"), ww, hh);
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shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_ite, "threshold"), _thres);
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if(is_surface(_inSurf))
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texture_set_stage(shader_get_sampler_index(sh_seperate_shape_ite, "map"), surface_get_texture(_inSurf));
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var res_index = 0, iteration = ww + hh;
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for(var i = 0; i <= iteration; i++) {
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var bg = i % 2;
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var fg = !bg;
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surface_set_target(temp_surf[bg]);
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draw_clear_alpha(0, 0);
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BLEND_OVERRIDE;
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draw_surface_safe(temp_surf[fg], 0, 0);
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BLEND_NORMAL;
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surface_reset_target();
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res_index = bg;
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}
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shader_reset();
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var _pixel_surface = surface_create_valid(PREF_MAP[? "shape_separation_max"], 1);
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surface_set_target(_pixel_surface);
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draw_clear_alpha(0, 0);
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BLEND_OVERRIDE;
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shader_set(sh_seperate_shape_counter);
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texture_set_stage(shader_get_sampler_index(sh_seperate_shape_counter, "surface"), surface_get_texture(temp_surf[res_index]));
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shader_set_uniform_f_array_safe(shader_get_uniform(sh_seperate_shape_counter, "dimension"), [ ww, hh ]);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_counter, "maxShape"), PREF_MAP[? "shape_separation_max"]);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_counter, "ignore"), _ignore);
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draw_sprite_ext(s_fx_pixel, 0, 0, 0, PREF_MAP[? "shape_separation_max"], 1, 0, c_white, 1);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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var px = surface_getpixel(_pixel_surface, 0, 0);
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if(px == 0) return;
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var _outSurf, _val;
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_val = array_create(px);
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outputs[| 0].setValue(_val);
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var _boundary = array_create(px);
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buffer_delete(surface_buffer);
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surface_buffer = buffer_create(ww * hh * 4, buffer_fixed, 2);
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buffer_get_surface(surface_buffer, temp_surf[res_index], 0);
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for(var i = 0; i < px; i++) {
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_outSurf = surface_create_valid(ww, hh);
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_val[@ i] = _outSurf;
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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BLEND_OVERRIDE;
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shader_set(sh_seperate_shape_sep);
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var ccx = surface_getpixel_ext(_pixel_surface, 1 + i, 0);
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var alpha = (ccx >> 24) & 255;
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var blue = (ccx >> 16) & 255;
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var green = (ccx >> 8) & 255;
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var red = ccx & 255;
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var min_x = floor(red / 255 * ww);
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var min_y = floor(green / 255 * hh);
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var max_x = ceil(blue / 255 * ww);
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var max_y = ceil(alpha / 255 * hh);
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var t = max_y;
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var b = min_y;
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var l = max_x;
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var r = min_x;
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for( var j = min_x; j < max_x; j++ )
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for( var k = min_y; k < max_y; k++ ) {
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var _sc = get_color_buffer(j, k);
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if(_sc != ccx) continue;
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t = min(t, k);
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b = max(b, k);
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l = min(l, j);
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r = max(r, j);
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}
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_boundary[i] = [l, t, r, b];
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if(is_surface(_inSurf))
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texture_set_stage(shader_get_sampler_index(sh_seperate_shape_sep, "original"), surface_get_texture(_inSurf));
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shader_set_uniform_f(shader_get_uniform(sh_seperate_shape_sep, "color"), red, green, blue, alpha);
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shader_set_uniform_i(shader_get_uniform(sh_seperate_shape_sep, "override"), _ovr);
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shader_set_uniform_f_array_safe(shader_get_uniform(sh_seperate_shape_sep, "overColor"), colToVec4(_ovrclr));
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draw_surface_safe(temp_surf[res_index], 0, 0);
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shader_reset();
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BLEND_NORMAL;
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surface_reset_target();
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}
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outputs[| 2].setValue(_boundary,,, false);
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}
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} |