mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-26 15:06:22 +01:00
105 lines
3.2 KiB
Text
105 lines
3.2 KiB
Text
function Node_Flood_Fill(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "Flood Fill";
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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("Mask", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0);
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inputs[| 2] = nodeValue("Mix", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 3] = nodeValue("Active", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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active_index = 3;
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inputs[| 4] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 1, 1 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 5] = nodeValue("Colors", self, JUNCTION_CONNECT.input, VALUE_TYPE.color, c_black )
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inputs[| 6] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider, [0, 1, 0.01]);
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inputs[| 7] = nodeValue("Diagonal", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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input_display_list = [ 3,
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["Surface", false], 0, 1, 2,
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["Fill", false], 4, 6, 5, 7,
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]
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temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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inputs[| 4].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static process_data = function(_outSurf, _data, _output_index, _array_index) {
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var inSurf = _data[0];
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if(!is_surface(inSurf)) return _outSurf;
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var _pos = _data[4];
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var _col = _data[5];
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var _thr = _data[6];
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var _dia = _data[7];
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var _filC = surface_getpixel_ext(inSurf, _pos[0], _pos[1]);
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var sw = surface_get_width(inSurf);
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var sh = surface_get_height(inSurf);
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for( var i = 0; i < array_length(temp_surface); i++ )
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temp_surface[i] = surface_verify(temp_surface[i], sw, sh);
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surface_set_target(temp_surface[0]);
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draw_clear_alpha(0, 0);
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shader_set(sh_flood_fill_thres);
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shader_set_f(sh_flood_fill_thres, "color", colaToVec4(_filC));
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shader_set_f(sh_flood_fill_thres, "thres", _thr);
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BLEND_OVERRIDE
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draw_surface(inSurf, 0, 0);
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BLEND_NORMAL
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shader_reset();
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BLEND_OVERRIDE
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draw_set_color(c_red);
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draw_point(_pos[0] - 1, _pos[1] - 1);
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BLEND_NORMAL
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surface_reset_target();
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var ind = 0;
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var it = sw + sh;
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repeat(it) {
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ind = !ind;
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surface_set_target(temp_surface[ind]);
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draw_clear_alpha(0, 0);
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shader_set(sh_flood_fill_it);
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shader_set_f(sh_flood_fill_it, "dimension", [ sw, sh ]);
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shader_set_i(sh_flood_fill_it, "diagonal", _dia);
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BLEND_OVERRIDE
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draw_surface(temp_surface[!ind], 0, 0);
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BLEND_NORMAL
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shader_reset();
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surface_reset_target();
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}
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surface_set_target(_outSurf);
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draw_clear_alpha(0, 0);
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shader_set(sh_flood_fill_replace);
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shader_set_f(sh_flood_fill_replace, "color", colToVec4(_col));
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shader_set_surface(sh_flood_fill_replace, "mask", temp_surface[ind]);
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BLEND_OVERRIDE
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draw_surface(inSurf, 0, 0);
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BLEND_NORMAL
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shader_reset();
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surface_reset_target();
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_outSurf = mask_apply(_data[0], _outSurf, _data[1], _data[2]);
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return _outSurf;
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}
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}
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