mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
222 lines
No EOL
5.9 KiB
Text
222 lines
No EOL
5.9 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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newInput(0, nodeValue_Surface("Surface in", self));
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newInput(1, nodeValue_Surface("Mask", self));
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newInput(2, nodeValue_Palette("Fill Colors", self, array_clone(DEF_PALETTE)));
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newInput(3, nodeValue_Bool("Fill", self, true));
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newInput(4, nodeValueSeed(self));
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newInput(5, nodeValue_Color("Target Color", self, cola(c_white)));
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newInput(6, nodeValue_Bool("Inner only", self, false, "Only fill regions with surrounding pixels."));
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newInput(7, nodeValue_Enum_Scroll("Draw original", self, 0, [ "None", "Above", "Behind" ]));
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newInput(8, nodeValue_Enum_Scroll("Fill type", self, 0, [ "Random", "Color map", "Texture map", "Texture Coord", "Texture Index" ]));
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newInput(9, nodeValue_Surface("Color map", self));
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newInput(10, nodeValue_Surface("Texture map", self));
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newInput(11, nodeValue_Bool("Color Filter", self, false));
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newInput(12, nodeValue_Rotation_Range("Random rotation", self, [ 0, 0 ]));
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newOutput(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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["Region Filter", false, 11], 5, 6,
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["Fill", false], 8, 2, 9, 10, 12,
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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[12].setVisible(_filt == 2 || _filt == 3);
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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 _trot = _data[12];
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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) { // 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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#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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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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}
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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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shader_set(sh_region_fill_color);
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shader_set_palette(_colr, "colors", "colorAmount");
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shader_set_f("seed", _seed);
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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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shader_set_2("rotationRandom", [degtorad(_trot[0]), degtorad(_trot[1])]);
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shader_set_f("seed", _seed)
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draw_surface_safe(cmap);
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shader_reset();
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break;
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case 3 : // Texture Map
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shader_set(sh_region_fill_rg_coord);
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shader_set_2("rotationRandom", [degtorad(_trot[0]), degtorad(_trot[1])]);
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shader_set_f("seed", _seed)
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draw_surface_safe(cmap);
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shader_reset();
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break;
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case 4 : // Texture Index
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shader_set(sh_region_fill_rg_index);
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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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} |