Pixel-Composer/scripts/node_diffuse/node_diffuse.gml

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function Node_Diffuse(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "Diffuse";
inputs[| 0] = nodeValue("Density field", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 1] = nodeValue("Dissipation", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.05)
.setDisplay(VALUE_DISPLAY.slider, { range: [ -0.2, 0.2, 0.001] });
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inputs[| 2] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
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inputs[| 3] = nodeValue("Randomness", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1);
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inputs[| 4] = nodeValue("Flow rate", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 1, 0.01] });
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inputs[| 5] = nodeValue("Threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0.5, 0.7 ])
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.setDisplay(VALUE_DISPLAY.slider_range);
inputs[| 6] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, seed_random())
inputs[| 7] = nodeValue("External", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone );
inputs[| 8] = nodeValue("External Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
.setDisplay(VALUE_DISPLAY.slider, { range: [ -0.25, 0.25, 0.01] });
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inputs[| 9] = nodeValue("Detail", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1)
inputs[| 10] = nodeValue("External Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.enum_scroll, [ "Point", "Vector" ]);
inputs[| 11] = nodeValue("External Direction", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
.setDisplay(VALUE_DISPLAY.rotation);
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outputs[| 0] = nodeValue("Result", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
input_display_list = [ 0, 6,
["Diffuse", false], 1,
["Flow", false], 2, 9, 3, 4,
["Forces", false], 10, 8, 11,
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["Rendering", false], 5,
]
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temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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static step = function() {
var _ftyp = getInputData(10);
inputs[| 11].setVisible(_ftyp == 1);
}
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static update = function() {
var _surf = getInputData(0);
var _diss = getInputData(1);
var _scal = getInputData(2);
var _rand = getInputData(3);
var _flow = getInputData(4);
var _thre = getInputData(5);
var _seed = getInputData(6);
var _fstr = getInputData(8);
var _detl = getInputData(9);
var _ftyp = getInputData(10);
var _fdir = getInputData(11);
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if(!is_surface(_surf)) return;
var _sw = surface_get_width_safe(_surf);
var _sh = surface_get_height_safe(_surf);
var _outSurf = outputs[| 0].getValue();
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_outSurf = surface_verify(_outSurf, _sw, _sh);
for( var i = 0, n = array_length(temp_surface); i < n; i++ )
temp_surface[i] = surface_verify(temp_surface[i], _sw, _sh);
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surface_set_shader(temp_surface[0], sh_diffuse_dissipate);
shader_set_f("dimension", _sw, _sh);
shader_set_f("dissipation", 1 - _diss);
draw_surface_safe(_surf);
surface_reset_shader();
surface_set_shader(temp_surface[1], sh_diffuse_flow);
shader_set_f("dimension", _sw, _sh);
shader_set_f("scale", _scal);
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shader_set_i("iteration", _detl);
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shader_set_f("flowRate", _flow);
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shader_set_f("seed", _seed + CURRENT_FRAME * _rand / 100);
shader_set_i("externalForceType", _ftyp);
shader_set_f("externalForce", _fstr);
shader_set_f("externalForceDir", degtorad(_fdir));
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draw_surface_safe(temp_surface[0]);
surface_reset_shader();
surface_set_shader(_outSurf, sh_diffuse_post);
shader_set_f("dimension", _sw, _sh);
shader_set_f("threshold", _thre);
draw_surface_safe(temp_surface[1]);
surface_reset_shader();
outputs[| 0].setValue(_outSurf);
}
}