Pixel-Composer/scripts/node_fluid_render/node_fluid_render.gml

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function Node_Fluid_Render(_x, _y, _group = noone) : Node_Fluid(_x, _y, _group) constructor {
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name = "Render Domain";
color = COLORS.node_blend_fluid;
icon = THEME.fluid_sim;
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use_cache = true;
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inputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.fdomain, noone)
.setVisible(true, true);
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inputs[| 1] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
inputs[| 2] = nodeValue("Interpolate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
inputs[| 3] = nodeValue("Draw Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
input_display_list = [
["Domain", false], 0,
["Render", false], 1, 2, 3,
];
outputs[| 0] = nodeValue("Fluid", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
outputs[| 1] = nodeValue("Domain", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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insp2UpdateTooltip = "Clear cache";
insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ];
static onInspector2Update = function() { clearCache(); }
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static step = function() {
var _dim = getInputData(1);
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var _outSurf = outputs[| 0].getValue();
if(!is_surface(_outSurf)) {
_outSurf = surface_create_valid(_dim[0], _dim[1], attrDepth());
outputs[| 0].setValue(_outSurf);
}
}
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static update = function(frame = PROJECT.animator.current_frame) {
if(recoverCache() || !PROJECT.animator.is_playing)
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return;
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var _dim = inputs[| 1].getValue(frame);
var _outSurf = outputs[| 0].getValue();
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
outputs[| 0].setValue(_outSurf);
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var _dom = inputs[| 0].getValue(frame);
var _int = inputs[| 2].getValue(frame);
var _drw = inputs[| 3].getValue(frame);
if(_dom == noone || !instance_exists(_dom)) return;
var fSurf = _dom.sf_material_0;
if(!is_surface(fSurf)) return;
outputs[| 1].setValue(_dom.sf_world);
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surface_set_shader(_outSurf, sh_fd_visualize_colorize_glsl);
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gpu_set_texfilter(_int);
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draw_surface_stretched_safe(fSurf, 0, 0, _dim[0], _dim[1]);
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gpu_set_texfilter(false);
if(_drw && is_surface(_dom.sf_world))
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draw_surface_stretched_safe(_dom.sf_world, 0, 0, _dim[0], _dim[1]);
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surface_reset_shader();
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var frm = cacheCurrentFrame(_outSurf);
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}
}