Pixel-Composer/scripts/node_FLIP_render/node_FLIP_render.gml

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function Node_FLIP_Render(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "Render";
color = COLORS.node_blend_fluid;
icon = THEME.fluid_sim;
manual_ungroupable = false;
inputs[| 0] = nodeValue("Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.fdomain, noone)
.setVisible(true, true);
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inputs[| 1] = nodeValue("Merge threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.5)
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.setDisplay(VALUE_DISPLAY.slider);
inputs[| 2] = nodeValue("Vaporize", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0);
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inputs[| 3] = nodeValue("Particle expansion", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 8);
inputs[| 4] = nodeValue("Draw obstracles", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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input_display_list = [ 0,
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["Effect", false], 2,
["Rendering", false], 3, 1, 4,
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];
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outputs[| 0] = nodeValue("Rendered", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
temp_surface = [ noone ]
static update = function(frame = CURRENT_FRAME) {
var domain = getInputData(0);
if(!instance_exists(domain)) return;
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if(IS_PLAYING) domain.step();
var _bln = getInputData(1);
var _vap = getInputData(2);
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var _exp = getInputData(3);
var _obs = getInputData(4);
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var _outSurf = outputs[| 0].getValue();
var _padd = domain.particleSize;
var _ww = domain.width - _padd * 2;
var _hh = domain.height - _padd * 2;
_outSurf = surface_verify(_outSurf, _ww, _hh);
temp_surface[0] = surface_verify(temp_surface[0], _ww, _hh);
outputs[| 0].setValue(_outSurf);
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var _x, _y, _r, _l;
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var _rad = domain.particleRadius * _exp;
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var _mx = min(array_length(domain.particlePos) / 2 - 1, domain.numParticles);
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surface_set_shader(temp_surface[0], sh_FLIP_draw_droplet);
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BLEND_ADD
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for( var i = 0; i < _mx; i++ ) {
_x = domain.particlePos[i * 2 + 0];
_y = domain.particlePos[i * 2 + 1];
_l = domain.particleLife[i];
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if(_x == 0 && _y == 0) continue;
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_x -= _padd;
_y -= _padd;
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_r = _rad;
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if(_vap) {
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_r = (_vap - _l) / _vap * _rad;
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if(_r < 0) continue;
}
draw_circle_color(_x, _y, _r, c_white, c_black, false);
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}
BLEND_NORMAL
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surface_reset_shader();
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surface_set_target(_outSurf);
DRAW_CLEAR
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shader_set(sh_FLIP_render_threshold);
shader_set_f("threshold", 1 - _bln);
draw_surface(temp_surface[0], 0, 0);
shader_reset();
if(_obs)
for( var i = 0, n = array_length(domain.obstracles); i < n; i++ )
domain.obstracles[i].draw();
surface_reset_target();
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}
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}