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https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-01-12 07:16:49 +01:00
smokesim
This commit is contained in:
parent
ee78b0bd31
commit
d164ab9ca9
67 changed files with 410 additions and 411 deletions
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@ -1508,17 +1508,15 @@
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{"name":"sh_edge_shade_apply","order":2,"path":"shaders/sh_edge_shade_apply/sh_edge_shade_apply.yy",},
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{"name":"sh_edge_shade_convert","order":1,"path":"shaders/sh_edge_shade_convert/sh_edge_shade_convert.yy",},
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{"name":"sh_erode","order":8,"path":"shaders/sh_erode/sh_erode.yy",},
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{"name":"sh_fd_add_velocity_glsl","order":1,"path":"shaders/sh_fd_add_velocity_glsl/sh_fd_add_velocity_glsl.yy",},
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{"name":"sh_fd_advect_material_a_16_glsl","order":2,"path":"shaders/sh_fd_advect_material_a_16_glsl/sh_fd_advect_material_a_16_glsl.yy",},
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{"name":"sh_fd_advect_velocity_glsl","order":7,"path":"shaders/sh_fd_advect_velocity_glsl/sh_fd_advect_velocity_glsl.yy",},
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{"name":"sh_fd_calculate_pressure_jacobi_glsl","order":8,"path":"shaders/sh_fd_calculate_pressure_jacobi_glsl/sh_fd_calculate_pressure_jacobi_glsl.yy",},
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{"name":"sh_fd_calculate_pressure_srj_glsl","order":9,"path":"shaders/sh_fd_calculate_pressure_srj_glsl/sh_fd_calculate_pressure_srj_glsl.yy",},
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{"name":"sh_fd_calculate_velocity_divergence_glsl","order":10,"path":"shaders/sh_fd_calculate_velocity_divergence_glsl/sh_fd_calculate_velocity_divergence_glsl.yy",},
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{"name":"sh_fd_add_velocity","order":1,"path":"shaders/sh_fd_add_velocity/sh_fd_add_velocity.yy",},
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{"name":"sh_fd_advect_material","order":2,"path":"shaders/sh_fd_advect_material/sh_fd_advect_material.yy",},
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{"name":"sh_fd_advect_velocity","order":7,"path":"shaders/sh_fd_advect_velocity/sh_fd_advect_velocity.yy",},
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{"name":"sh_fd_clear_surface","order":24,"path":"shaders/sh_fd_clear_surface/sh_fd_clear_surface.yy",},
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{"name":"sh_fd_replace_material_advanced_glsl","order":11,"path":"shaders/sh_fd_replace_material_advanced_glsl/sh_fd_replace_material_advanced_glsl.yy",},
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{"name":"sh_fd_subtract_pressure_gradient_glsl","order":12,"path":"shaders/sh_fd_subtract_pressure_gradient_glsl/sh_fd_subtract_pressure_gradient_glsl.yy",},
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{"name":"sh_fd_pressure_srj","order":9,"path":"shaders/sh_fd_pressure_srj/sh_fd_pressure_srj.yy",},
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{"name":"sh_fd_subtract_pressure_gradient","order":12,"path":"shaders/sh_fd_subtract_pressure_gradient/sh_fd_subtract_pressure_gradient.yy",},
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{"name":"sh_fd_turbulence","order":1,"path":"shaders/sh_fd_turbulence/sh_fd_turbulence.yy",},
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{"name":"sh_fd_visualize_colorize_glsl","order":13,"path":"shaders/sh_fd_visualize_colorize_glsl/sh_fd_visualize_colorize_glsl.yy",},
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{"name":"sh_fd_velocity_divergence","order":10,"path":"shaders/sh_fd_velocity_divergence/sh_fd_velocity_divergence.yy",},
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{"name":"sh_fd_visualize","order":13,"path":"shaders/sh_fd_visualize/sh_fd_visualize.yy",},
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{"name":"sh_fd_vortex","order":2,"path":"shaders/sh_fd_vortex/sh_fd_vortex.yy",},
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{"name":"sh_find_boundary_stretch_x","order":1,"path":"shaders/sh_find_boundary_stretch_x/sh_find_boundary_stretch_x.yy",},
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{"name":"sh_find_boundary_stretch_y","order":2,"path":"shaders/sh_find_boundary_stretch_y/sh_find_boundary_stretch_y.yy",},
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@ -1528,7 +1526,6 @@
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{"name":"sh_flip","order":7,"path":"shaders/sh_flip/sh_flip.yy",},
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{"name":"sh_flood_fill_it","order":1,"path":"shaders/sh_flood_fill_it/sh_flood_fill_it.yy",},
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{"name":"sh_flood_fill_replace","order":2,"path":"shaders/sh_flood_fill_replace/sh_flood_fill_replace.yy",},
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{"name":"sh_fluid_bleach","order":23,"path":"shaders/sh_fluid_bleach/sh_fluid_bleach.yy",},
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{"name":"sh_freeform_fill_cleanup","order":2,"path":"shaders/sh_freeform_fill_cleanup/sh_freeform_fill_cleanup.yy",},
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{"name":"sh_freeform_fill_pass2","order":1,"path":"shaders/sh_freeform_fill_pass2/sh_freeform_fill_pass2.yy",},
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{"name":"sh_FXAA","order":29,"path":"shaders/sh_FXAA/sh_FXAA.yy",},
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@ -2163,18 +2163,16 @@
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{"id":{"name":"sh_edge_shade_convert","path":"shaders/sh_edge_shade_convert/sh_edge_shade_convert.yy",},},
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{"id":{"name":"sh_edge_shade_extract","path":"shaders/sh_edge_shade_extract/sh_edge_shade_extract.yy",},},
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{"id":{"name":"sh_erode","path":"shaders/sh_erode/sh_erode.yy",},},
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{"id":{"name":"sh_fd_add_velocity_glsl","path":"shaders/sh_fd_add_velocity_glsl/sh_fd_add_velocity_glsl.yy",},},
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{"id":{"name":"sh_fd_advect_material_a_16_glsl","path":"shaders/sh_fd_advect_material_a_16_glsl/sh_fd_advect_material_a_16_glsl.yy",},},
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{"id":{"name":"sh_fd_advect_velocity_glsl","path":"shaders/sh_fd_advect_velocity_glsl/sh_fd_advect_velocity_glsl.yy",},},
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{"id":{"name":"sh_fd_calculate_pressure_jacobi_glsl","path":"shaders/sh_fd_calculate_pressure_jacobi_glsl/sh_fd_calculate_pressure_jacobi_glsl.yy",},},
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{"id":{"name":"sh_fd_calculate_pressure_srj_glsl","path":"shaders/sh_fd_calculate_pressure_srj_glsl/sh_fd_calculate_pressure_srj_glsl.yy",},},
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{"id":{"name":"sh_fd_calculate_velocity_divergence_glsl","path":"shaders/sh_fd_calculate_velocity_divergence_glsl/sh_fd_calculate_velocity_divergence_glsl.yy",},},
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{"id":{"name":"sh_fd_add_velocity","path":"shaders/sh_fd_add_velocity/sh_fd_add_velocity.yy",},},
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{"id":{"name":"sh_fd_advect_material","path":"shaders/sh_fd_advect_material/sh_fd_advect_material.yy",},},
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{"id":{"name":"sh_fd_advect_velocity","path":"shaders/sh_fd_advect_velocity/sh_fd_advect_velocity.yy",},},
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{"id":{"name":"sh_fd_clear_surface","path":"shaders/sh_fd_clear_surface/sh_fd_clear_surface.yy",},},
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{"id":{"name":"sh_fd_replace_material_advanced_glsl","path":"shaders/sh_fd_replace_material_advanced_glsl/sh_fd_replace_material_advanced_glsl.yy",},},
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{"id":{"name":"sh_fd_pressure_srj","path":"shaders/sh_fd_pressure_srj/sh_fd_pressure_srj.yy",},},
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{"id":{"name":"sh_fd_repulse","path":"shaders/sh_fd_repulse/sh_fd_repulse.yy",},},
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{"id":{"name":"sh_fd_subtract_pressure_gradient_glsl","path":"shaders/sh_fd_subtract_pressure_gradient_glsl/sh_fd_subtract_pressure_gradient_glsl.yy",},},
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{"id":{"name":"sh_fd_subtract_pressure_gradient","path":"shaders/sh_fd_subtract_pressure_gradient/sh_fd_subtract_pressure_gradient.yy",},},
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{"id":{"name":"sh_fd_turbulence","path":"shaders/sh_fd_turbulence/sh_fd_turbulence.yy",},},
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{"id":{"name":"sh_fd_visualize_colorize_glsl","path":"shaders/sh_fd_visualize_colorize_glsl/sh_fd_visualize_colorize_glsl.yy",},},
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{"id":{"name":"sh_fd_velocity_divergence","path":"shaders/sh_fd_velocity_divergence/sh_fd_velocity_divergence.yy",},},
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{"id":{"name":"sh_fd_visualize","path":"shaders/sh_fd_visualize/sh_fd_visualize.yy",},},
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{"id":{"name":"sh_fd_vortex","path":"shaders/sh_fd_vortex/sh_fd_vortex.yy",},},
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{"id":{"name":"sh_find_boundary_stretch_x","path":"shaders/sh_find_boundary_stretch_x/sh_find_boundary_stretch_x.yy",},},
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{"id":{"name":"sh_find_boundary_stretch_y","path":"shaders/sh_find_boundary_stretch_y/sh_find_boundary_stretch_y.yy",},},
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@ -2186,7 +2184,6 @@
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{"id":{"name":"sh_flood_fill_it","path":"shaders/sh_flood_fill_it/sh_flood_fill_it.yy",},},
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{"id":{"name":"sh_flood_fill_replace","path":"shaders/sh_flood_fill_replace/sh_flood_fill_replace.yy",},},
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{"id":{"name":"sh_flood_fill_thres","path":"shaders/sh_flood_fill_thres/sh_flood_fill_thres.yy",},},
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{"id":{"name":"sh_fluid_bleach","path":"shaders/sh_fluid_bleach/sh_fluid_bleach.yy",},},
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{"id":{"name":"sh_freeform_fill_cleanup","path":"shaders/sh_freeform_fill_cleanup/sh_freeform_fill_cleanup.yy",},},
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{"id":{"name":"sh_freeform_fill_pass1","path":"shaders/sh_freeform_fill_pass1/sh_freeform_fill_pass1.yy",},},
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{"id":{"name":"sh_freeform_fill_pass2","path":"shaders/sh_freeform_fill_pass2/sh_freeform_fill_pass2.yy",},},
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@ -5,6 +5,12 @@ enum FD_TARGET_TYPE {
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ADD_VELOCITY,
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}
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enum FD_BOUNDARY_TYPE {
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empty,
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wall,
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wrap
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}
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function smokeSim_Domain(_width, _height) constructor {
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sf_world = noone;
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sf_world_update = true;
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@ -17,22 +23,22 @@ function smokeSim_Domain(_width, _height) constructor {
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acceleration_x = 0;
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acceleration_y = 0;
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time_step = 1;
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initial_value_pressure = 0.5;
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material_dissipation_type = 0;
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material_dissipation_value = 1;
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velocity_time_step = 1;
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velocity_dissipation_type = 1;
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velocity_dissipation_value = 0;
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velocity_maccormack_weight = 0.5;
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material_maccormack_weight = 0;
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pressure_type = -3;
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pressure_relax = 0;
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material_time_step = 1;
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material_maccormack_weight = 0;
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texture_repeat = false;
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texture_wall = false;
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sf_world = 0;
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sf_pressure = 0; sf_pressure_t = 0;
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@ -59,7 +65,7 @@ function smokeSim_Domain(_width, _height) constructor {
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}
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static verify = function() {
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var _f = surface_rgba16float;
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var _f = surface_rgba32float;
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if(!surface_valid(sf_pressure, width, height, _f)) { sf_pressure = surface_verify(sf_pressure, width, height, _f); surface_clear(sf_pressure); }
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if(!surface_valid(sf_pressure_t, width, height, _f)) { sf_pressure_t = surface_verify(sf_pressure_t, width, height, _f); surface_clear(sf_pressure_t); }
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@ -144,16 +150,39 @@ function smokeSim_Domain(_width, _height) constructor {
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}
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}
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static setBoundary = function(boundary) {
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switch(boundary) {
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case FD_BOUNDARY_TYPE.empty :
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texture_repeat = false;
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texture_wall = false;
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break;
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case FD_BOUNDARY_TYPE.wall :
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texture_repeat = false;
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texture_wall = true;
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break;
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case FD_BOUNDARY_TYPE.wrap :
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texture_repeat = true;
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texture_wall = false;
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break;
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}
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return self;
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}
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static addMaterial = function(surface, _x, _y, xscale, yscale, color, alpha) {
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setTarget(FD_TARGET_TYPE.ADD_MATERIAL);
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draw_surface_ext_safe(surface, _x, _y, xscale, yscale, 0, color, alpha);
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resetTarget();
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}
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static addVelocity = function(surface, _x, _y, xscale, yscale, xvelo, yvelo) {
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static addVelocity = function(surface, _x = 0, _y = 0, xscale = 1, yscale = 1, xvelo = 1, yvelo = 1) {
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setTarget(FD_TARGET_TYPE.ADD_VELOCITY);
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shader_set(sh_fd_add_velocity);
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shader_set_f("velo", xvelo, yvelo);
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draw_surface_ext_safe(surface, _x, _y, xscale, yscale);
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shader_reset();
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resetTarget();
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}
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@ -171,14 +200,17 @@ function smokeSim_Domain(_width, _height) constructor {
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verify();
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surface_set_target(sf_velocity_t);
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shader_set(sh_fd_advect_velocity_glsl);
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shader_set(sh_fd_advect_velocity);
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shader_set_surface("texture_world", sf_world);
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shader_set_surface("texture_material", sf_material);
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shader_set_f("max_force", max_force);
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shader_set_i("mode", acceleration_type);
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shader_set_f("precalculated", velocity_time_step * tx_width, velocity_time_step * tx_height, tx_width, tx_height);
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shader_set_i("repeat", texture_repeat);
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shader_set_i("wall", texture_wall);
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shader_set_f("precalculated", time_step * tx_width, time_step * tx_height, tx_width, tx_height);
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shader_set_f("precalculated_1", velocity_dissipation_type, velocity_dissipation_value, velocity_maccormack_weight * 0.5);
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shader_set_f("acceleration", acceleration_x, acceleration_y, acceleration_a, acceleration_b);
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shader_set_f("texel_size", tx_width, tx_height);
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draw_surface_safe(sf_velocity);
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shader_reset();
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@ -190,17 +222,21 @@ function smokeSim_Domain(_width, _height) constructor {
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// Calculates divergence of velocity.
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surface_set_target(sf_pressure);
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shader_set(sh_fd_calculate_velocity_divergence_glsl);
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shader_set(sh_fd_velocity_divergence);
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shader_set_f("max_force", max_force);
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shader_set_i("repeat", texture_repeat);
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shader_set_i("wall", texture_wall);
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shader_set_f("initial_value_pressure", initial_value_pressure);
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shader_set_f("texel_size", tx_width, tx_height);
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draw_surface_safe(sf_velocity);
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shader_reset();
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surface_reset_target();
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shader_set(sh_fd_calculate_pressure_srj_glsl);
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shader_set(sh_fd_pressure_srj);
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shader_set_f("texel_size", tx_width, tx_height);
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shader_set_f("max_force", max_force);
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shader_set_i("repeat", texture_repeat);
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shader_set_i("wall", texture_wall);
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var length = array_length(pressure_relax);
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for (var i = 0; i < length; ++i) {
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@ -217,10 +253,12 @@ function smokeSim_Domain(_width, _height) constructor {
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// Calculates the gradient of pressure and subtracts it from the velocity.
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surface_set_target(sf_velocity_t);
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shader_set(sh_fd_subtract_pressure_gradient_glsl);
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shader_set(sh_fd_subtract_pressure_gradient);
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shader_set_surface("texture_pressure", sf_pressure);
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shader_set_f("texel_size", tx_width, tx_height);
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shader_set_f("max_force", max_force);
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shader_set_i("repeat", texture_repeat);
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shader_set_i("wall", texture_wall);
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draw_surface_safe(sf_velocity);
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shader_reset();
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surface_reset_target();
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@ -243,12 +281,14 @@ function smokeSim_Domain(_width, _height) constructor {
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var _scale = .5;
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surface_set_target(sf_material_t);
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shader_set(sh_fd_advect_material_a_16_glsl);
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shader_set(sh_fd_advect_material);
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shader_set_surface("texture_velocity", sf_velocity);
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shader_set_surface("texture_world", sf_world);
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shader_set_i("repeat", texture_repeat);
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shader_set_i("wall", texture_wall);
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shader_set_f("max_force", max_force);
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shader_set_f("texel_size", tx_width, tx_height);
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shader_set_f("precalculated", material_time_step * tx_width, material_time_step * tx_height);
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shader_set_f("precalculated", time_step * tx_width, time_step * tx_height);
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shader_set_f("precalculated_1", tx_width * _scale, tx_height * _scale, -tx_width * _scale, -tx_height * _scale);
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shader_set_f("precalculated_2", material_dissipation_type, material_dissipation_value, material_maccormack_weight * 0.5);
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draw_surface_safe(sf_material);
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@ -282,13 +322,8 @@ function smokeSim_Domain(_width, _height) constructor {
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break;
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case FD_TARGET_TYPE.ADD_VELOCITY:
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surface_set_target(sf_velocity_t);
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gpu_set_blendenable(0);
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draw_surface_safe(sf_velocity);
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shader_set(sh_fd_add_velocity_glsl);
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shader_set_f("addend", 0.5 + 0.5 * tx_width, 0.5 + 0.5 * tx_height);
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shader_set_surface("texture_velocity", sf_velocity);
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surface_set_target(sf_velocity);
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gpu_set_blendmode_ext(bm_one, bm_one);
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break;
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}
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}
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@ -296,17 +331,6 @@ function smokeSim_Domain(_width, _height) constructor {
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static resetTarget = function() {
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surface_reset_target();
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BLEND_NORMAL
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switch (target_type) {
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case FD_TARGET_TYPE.ADD_VELOCITY:
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shader_reset();
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gpu_set_blendenable(1);
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var temporary = sf_velocity_t;
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sf_velocity_t = sf_velocity;
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sf_velocity = temporary;
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break;
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}
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}
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static free = function() {
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@ -11,7 +11,7 @@ function Node_Smoke_Add(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group) con
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newInput(1, nodeValue_Surface("Fluid brush", self));
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newInput(2, nodeValue_Vec2("Position", self, [0, 0]));
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newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ]));
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newInput(3, nodeValue_Bool("Active", self, true));
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@ -21,100 +21,175 @@ function Node_Smoke_Add(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group) con
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newInput(5, nodeValue_Float("Density", self, 1))
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.setDisplay(VALUE_DISPLAY.slider);
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newInput(6, nodeValue_Int("Expand velocity mask", self, 0));
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newInput(6, nodeValue_Int("Expand velocity mask", self, 1));
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newInput(7, nodeValue_Vec2("Velocity", self, [0, 0]));
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input_display_list = [
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["Domain", false], 0,
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["Fluid", false], 3, 1, 5, 2,
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["Velocity", false], 7, 4, 6,
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];
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newInput(8, nodeValue_Enum_Button("Type", self, 0, [ "Shape", "Surface" ]));
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_prevPos = noone;
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newInput(9, nodeValue_Vec2("Scale", self, [ 8, 8 ]));
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newInput(10, nodeValue_Float("Repulse", self, 0));
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newInput(11, nodeValue_Enum_Scroll("Shape", self, 0, [ "Disk", "Ring" ]));
|
||||
|
||||
newInput(12, nodeValue_Slider_Range("Level", self, [ 0, 1 ]));
|
||||
|
||||
newInput(13, nodeValue_Float("Spokes", self, 0));
|
||||
|
||||
newInput(14, nodeValue_Rotation("Twist", self, 0));
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
newOutput(0, nodeValue_Output("Domain", self, VALUE_TYPE.sdomain, noone));
|
||||
|
||||
temp_surface = [ surface_create(1, 1) ];
|
||||
input_display_list = [ 3, 0,
|
||||
["Brush", false], 8, 1, 11, 12, 2, 9,
|
||||
["Fluid", false], 5,
|
||||
["Push", false], 6, 7, 4,
|
||||
["Repulse", false], 10, 13, 14,
|
||||
];
|
||||
|
||||
_prevPos = noone;
|
||||
temp_surface = array_create(4);
|
||||
|
||||
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
|
||||
|
||||
var _typ = getInputData(8);
|
||||
var _mat = getInputData(1);
|
||||
var _pos = getInputData(2);
|
||||
var _sca = getInputData(9);
|
||||
|
||||
if(is_surface(_mat)) {
|
||||
var sw = surface_get_width_safe(_mat) * _s;
|
||||
var sh = surface_get_height_safe(_mat) * _s;
|
||||
var mx = _x + _pos[0] * _s - sw / 2;
|
||||
var my = _y + _pos[1] * _s - sh / 2;
|
||||
var _px = _x + _pos[0] * _s;
|
||||
var _py = _y + _pos[1] * _s;
|
||||
|
||||
if(_typ == 0) {
|
||||
var sw = _sca[0] * _s;
|
||||
var sh = _sca[1] * _s;
|
||||
|
||||
draw_surface_ext_safe(_mat, mx, my, _s, _s, 0, c_white, 0.5);
|
||||
draw_set_color(c_white);
|
||||
draw_set_alpha(.5);
|
||||
draw_ellipse(_px - sw, _py - sh, _px + sw, _py + sh, false);
|
||||
draw_set_alpha(1);
|
||||
|
||||
var hv = inputs[9].drawOverlay(hover, active, _px, _py, _s, _mx, _my, _snx, _sny); hover &= !hv;
|
||||
|
||||
} else if(_typ == 1) {
|
||||
if(is_surface(_mat)) {
|
||||
var sw = surface_get_width_safe(_mat) * _s;
|
||||
var sh = surface_get_height_safe(_mat) * _s;
|
||||
var mx = _px - sw / 2;
|
||||
var my = _py - sh / 2;
|
||||
|
||||
draw_surface_ext_safe(_mat, mx, my, _s, _s, 0, c_white, 0.5);
|
||||
}
|
||||
}
|
||||
|
||||
inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
|
||||
}
|
||||
|
||||
static update = function(frame = CURRENT_FRAME) {
|
||||
var _dom = getInputData(0);
|
||||
var _mat = getInputData(1);
|
||||
var _pos = getInputData(2);
|
||||
var _act = getInputData(3);
|
||||
var _inh = getInputData(4);
|
||||
var _den = getInputData(5);
|
||||
var _msk = getInputData(6);
|
||||
var _vel = getInputData(7);
|
||||
var _dom = getInputData(0);
|
||||
|
||||
var _typ = getInputData( 8);
|
||||
var _mat = getInputData( 1);
|
||||
var _den = getInputData( 5);
|
||||
var _pos = getInputData( 2);
|
||||
var _sca = getInputData( 9);
|
||||
var _shp = getInputData(11);
|
||||
var _lev = getInputData(12);
|
||||
|
||||
var _msk = getInputData( 6);
|
||||
var _vel = getInputData( 7);
|
||||
var _inh = getInputData( 4);
|
||||
var _rep = getInputData(10);
|
||||
var _spk = getInputData(13);
|
||||
var _spk_r = getInputData(14);
|
||||
|
||||
inputs[ 1].setVisible(_typ == 1, _typ == 1);
|
||||
inputs[ 9].setVisible(_typ == 0);
|
||||
inputs[11].setVisible(_typ == 0);
|
||||
inputs[12].setVisible(_typ == 0);
|
||||
|
||||
SMOKE_DOMAIN_CHECK
|
||||
outputs[0].setValue(_dom);
|
||||
|
||||
if(!_act) return;
|
||||
if(!is_surface(_mat)) return;
|
||||
|
||||
var sw = surface_get_width_safe(_mat);
|
||||
var sh = surface_get_height_safe(_mat);
|
||||
|
||||
var dx = _vel[0];
|
||||
var dy = _vel[1];
|
||||
var sw = 0;
|
||||
var sh = 0;
|
||||
|
||||
if(_prevPos != noone && _inh != 0) {
|
||||
dx += (_pos[0] - _prevPos[0]) * _inh;
|
||||
dy += (_pos[1] - _prevPos[1]) * _inh;
|
||||
}
|
||||
|
||||
temp_surface[0] = surface_verify(temp_surface[0], sw, sh);
|
||||
surface_set_shader(temp_surface[0], sh_fluid_bleach);
|
||||
draw_surface_safe(_mat);
|
||||
surface_reset_shader();
|
||||
_prevPos[0] = _pos[0];
|
||||
_prevPos[1] = _pos[1];
|
||||
|
||||
if(_typ == 0) {
|
||||
sw = _sca[0] * 2;
|
||||
sh = _sca[1] * 2;
|
||||
|
||||
if(dx != 0 || dy != 0) {
|
||||
if(_msk == 0)
|
||||
_dom.addVelocity(temp_surface[0], _pos[0] - sw / 2, _pos[1] - sh / 2, 1, 1, dx, dy);
|
||||
else {
|
||||
var _vw = sw + max(0, _msk * 2);
|
||||
var _vh = sh + max(0, _msk * 2);
|
||||
temp_surface[0] = surface_verify(temp_surface[0], sw, sh);
|
||||
surface_set_shader(temp_surface[0], sh_draw_grey_alpha);
|
||||
shader_set_f("smooth", _lev);
|
||||
|
||||
switch(_shp) {
|
||||
case 0 : draw_ellipse_color(0, 0, sw - 1, sh - 1, c_white, c_white, false); break;
|
||||
case 1 : draw_ellipse_color(0, 0, sw - 1, sh - 1, c_black, c_white, false); break;
|
||||
}
|
||||
surface_reset_shader();
|
||||
|
||||
var _vmask = surface_create(_vw, _vh);
|
||||
surface_set_shader(_vmask,,, BLEND.over);
|
||||
draw_surface_safe(temp_surface[0], max(0, _msk), max(0, _msk));
|
||||
surface_reset_shader();
|
||||
|
||||
var vel_mask = surface_create(_vw, _vh);
|
||||
surface_set_shader(vel_mask, sh_mask_expand);
|
||||
shader_set_f("dimension", _vw, _vh);
|
||||
shader_set_f("amount", _msk);
|
||||
draw_surface_safe(_vmask);
|
||||
surface_reset_shader();
|
||||
|
||||
_dom.addVelocity(vel_mask, _pos[0] - _vw / 2, _pos[1] - _vh / 2, 1, 1, dx, dy);
|
||||
|
||||
surface_free(_vmask);
|
||||
surface_free(vel_mask);
|
||||
}
|
||||
} else if(_typ == 1) {
|
||||
if(!is_surface(_mat)) return;
|
||||
|
||||
sw = surface_get_width_safe(_mat);
|
||||
sh = surface_get_height_safe(_mat);
|
||||
|
||||
temp_surface[0] = surface_verify(temp_surface[0], sw, sh);
|
||||
surface_set_shader(temp_surface[0], sh_fd_visualize);
|
||||
draw_surface_safe(_mat);
|
||||
surface_reset_shader();
|
||||
}
|
||||
|
||||
_dom.addMaterial(temp_surface[0], _pos[0] - sw / 2, _pos[1] - sh / 2, 1, 1, c_white, _den);
|
||||
|
||||
_prevPos[0] = _pos[0];
|
||||
_prevPos[1] = _pos[1];
|
||||
////////////////////////////////////////////////////////// VELOCITY //////////////////////////////////////////////////////////
|
||||
|
||||
var _vw = sw + max(0, _msk * 2);
|
||||
var _vh = sh + max(0, _msk * 2);
|
||||
|
||||
temp_surface[1] = surface_verify(temp_surface[1], _vw, _vh);
|
||||
surface_set_shader(temp_surface[1],,, BLEND.over);
|
||||
draw_surface_safe(temp_surface[0], max(0, _msk), max(0, _msk));
|
||||
surface_reset_shader();
|
||||
|
||||
temp_surface[2] = surface_verify(temp_surface[2], _vw, _vh);
|
||||
surface_set_shader(temp_surface[2], sh_mask_expand);
|
||||
shader_set_f("dimension", _vw, _vh);
|
||||
shader_set_f("amount", _msk);
|
||||
draw_surface_safe(temp_surface[1]);
|
||||
surface_reset_shader();
|
||||
|
||||
if(dx != 0 || dy != 0) _dom.addVelocity(temp_surface[2], _pos[0] - _vw / 2, _pos[1] - _vh / 2, 1, 1, dx, dy);
|
||||
|
||||
if(_rep != 0) {
|
||||
temp_surface[3] = surface_verify(temp_surface[3], _dom.width, _dom.height, surface_rgba32float);
|
||||
surface_set_shader(temp_surface[3], sh_fd_repulse);
|
||||
shader_set_f("strength", _rep);
|
||||
shader_set_f("spokes", _spk);
|
||||
shader_set_f("rotate", degtorad(_spk_r));
|
||||
shader_set_f("radius", max(_vw /_dom.width, _vh / _dom.height));
|
||||
shader_set_f("center", _pos[0] / _dom.width, _pos[1] / _dom.height);
|
||||
draw_empty();
|
||||
surface_reset_shader();
|
||||
|
||||
_dom.addVelocity(temp_surface[3]);
|
||||
}
|
||||
}
|
||||
|
||||
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
|
||||
|
|
|
@ -9,57 +9,103 @@ function Node_Smoke_Apply_Velocity(_x, _y, _group = noone) : Node_Smoke(_x, _y,
|
|||
|
||||
newInput(1, nodeValue_Surface("Brush", self));
|
||||
|
||||
newInput(2, nodeValue_Vec2("Position", self, [0, 0]));
|
||||
newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ]));
|
||||
|
||||
newInput(3, nodeValue_Vec2("Velocity", self, [0, 0]));
|
||||
newInput(3, nodeValue_Vec2("Velocity", self, [ 1, 0 ]));
|
||||
|
||||
newInput(4, nodeValue_Bool("Active", self, true));
|
||||
|
||||
input_display_list = [
|
||||
["Domain", false], 0,
|
||||
["Velocity", false], 4, 1, 2, 3
|
||||
newInput(5, nodeValue_Enum_Button("Type", self, 0, [ "Shape", "Surface" ]));
|
||||
|
||||
newInput(6, nodeValue_Vec2("Scale", self, [ 8, 8 ]));
|
||||
|
||||
newInput(7, nodeValue_Float("Strength", self, 1));
|
||||
|
||||
input_display_list = [ 4, 0,
|
||||
["Brush", false], 5, 1, 6, 2,
|
||||
["Velocity", false], 3, 7,
|
||||
];
|
||||
|
||||
newOutput(0, nodeValue_Output("Domain", self, VALUE_TYPE.sdomain, noone));
|
||||
|
||||
temp_surface = [ 0 ];
|
||||
|
||||
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
|
||||
var _typ = getInputData(5);
|
||||
var _mat = getInputData(1);
|
||||
var _pos = getInputData(2);
|
||||
var _sca = getInputData(6);
|
||||
|
||||
if(is_surface(_mat)) {
|
||||
var sw = surface_get_width_safe(_mat) * _s;
|
||||
var sh = surface_get_height_safe(_mat) * _s;
|
||||
var mx = _x + _pos[0] * _s - sw / 2;
|
||||
var my = _y + _pos[1] * _s - sh / 2;
|
||||
var _px = _x + _pos[0] * _s;
|
||||
var _py = _y + _pos[1] * _s;
|
||||
|
||||
if(_typ == 0) {
|
||||
var sw = _sca[0] * _s;
|
||||
var sh = _sca[1] * _s;
|
||||
|
||||
draw_surface_ext_safe(_mat, mx, my, _s, _s, 0, c_white, 0.5);
|
||||
draw_set_color(c_white);
|
||||
draw_set_alpha(.5);
|
||||
draw_ellipse(_px - sw, _py - sh, _px + sw, _py + sh, false);
|
||||
draw_set_alpha(1);
|
||||
|
||||
var hv = inputs[6].drawOverlay(hover, active, _px, _py, _s, _mx, _my, _snx, _sny); hover &= !hv;
|
||||
|
||||
} else if(_typ == 1) {
|
||||
if(is_surface(_mat)) {
|
||||
var sw = surface_get_width_safe(_mat) * _s;
|
||||
var sh = surface_get_height_safe(_mat) * _s;
|
||||
var mx = _px - sw / 2;
|
||||
var my = _py - sh / 2;
|
||||
|
||||
draw_surface_ext_safe(_mat, mx, my, _s, _s, 0, c_white, 0.5);
|
||||
}
|
||||
}
|
||||
|
||||
inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
|
||||
}
|
||||
|
||||
static update = function(frame = CURRENT_FRAME) {
|
||||
var _act = getInputData(4);
|
||||
var _dom = getInputData(0);
|
||||
|
||||
var _typ = getInputData(5);
|
||||
var _mat = getInputData(1);
|
||||
var _sca = getInputData(6);
|
||||
var _pos = getInputData(2);
|
||||
var _vel = getInputData(3);
|
||||
var _act = getInputData(4);
|
||||
var _str = getInputData(7);
|
||||
|
||||
inputs[1].setVisible(_typ == 1, _typ == 1);
|
||||
inputs[6].setVisible(_typ == 0);
|
||||
|
||||
SMOKE_DOMAIN_CHECK
|
||||
outputs[0].setValue(_dom);
|
||||
|
||||
if(!_act) return;
|
||||
if(!is_surface(_mat)) return;
|
||||
var sw, sh;
|
||||
|
||||
var sw = surface_get_width_safe(_mat);
|
||||
var sh = surface_get_height_safe(_mat);
|
||||
if(_typ == 0) {
|
||||
sw = _sca[0] * 2;
|
||||
sh = _sca[1] * 2;
|
||||
|
||||
temp_surface[0] = surface_verify(temp_surface[0], sw, sh);
|
||||
surface_set_shader(temp_surface[0], noone);
|
||||
draw_ellipse_color(0, 0, sw - 1, sh - 1, c_white, c_white, false);
|
||||
surface_reset_shader();
|
||||
|
||||
} else if(_typ == 1) {
|
||||
if(!is_surface(_mat)) return;
|
||||
|
||||
sw = surface_get_width_safe(_mat);
|
||||
sh = surface_get_height_safe(_mat);
|
||||
|
||||
temp_surface[0] = surface_verify(temp_surface[0], sw, sh);
|
||||
surface_set_shader(temp_surface[0], sh_fd_visualize);
|
||||
draw_surface_safe(_mat);
|
||||
surface_reset_shader();
|
||||
}
|
||||
|
||||
temp_surface[0] = surface_verify(temp_surface[0], sw, sh);
|
||||
surface_set_shader(temp_surface[0], sh_fluid_bleach);
|
||||
draw_surface_safe(_mat);
|
||||
surface_reset_shader();
|
||||
|
||||
_dom.addVelocity(temp_surface[0], _pos[0] - sw / 2, _pos[1] - sh / 2, 1, 1, _vel[0], _vel[1]);
|
||||
_dom.addVelocity(temp_surface[0], _pos[0] - sw / 2, _pos[1] - sh / 2, 1, 1, _vel[0] * _str, _vel[1] * _str);
|
||||
}
|
||||
|
||||
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
|
||||
|
|
|
@ -32,7 +32,11 @@ function Node_Smoke_Domain(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
newInput(10, nodeValue_Float("Velocity Maccormack weight", self, 0))
|
||||
.setDisplay(VALUE_DISPLAY.slider);
|
||||
|
||||
newInput(11, nodeValue_Bool("Wrap", self, false));
|
||||
newInput(11, nodeValue_Enum_Scroll("Boundary", self, 0, [ "Free", "Wall", "Wrap" ]));
|
||||
|
||||
newInput(12, nodeValue_Float("Timestep", self, 1));
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
newOutput(0, nodeValue_Output("Domain", self, VALUE_TYPE.sdomain, noone));
|
||||
|
||||
|
@ -43,13 +47,13 @@ function Node_Smoke_Domain(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
.setVisible(false);
|
||||
|
||||
input_display_list = [
|
||||
["Domain", false], 0, 11, 1,
|
||||
["Properties", false], 8, 6, 7,
|
||||
["Dissipation", false], 2, 3, 4, 5,
|
||||
["Huh?", true], 9, 10,
|
||||
["Domain", false], 0, 1, 11, 12,
|
||||
["Properties", false], 8, 6, 7,
|
||||
["Dissipation", false], 3, 5,
|
||||
["Advance Setings", true], 2, 4, 9, 10,
|
||||
];
|
||||
|
||||
domain = new smokeSim_Domain(256, 256);
|
||||
domain = new smokeSim_Domain(1, 1);
|
||||
_dim_old = [0, 0];
|
||||
|
||||
static update = function(frame = CURRENT_FRAME) {
|
||||
|
@ -66,7 +70,8 @@ function Node_Smoke_Domain(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
var inPress = getInputData( 8);
|
||||
var mMac = getInputData( 9);
|
||||
var vMac = getInputData(10);
|
||||
var wrap = getInputData(11);
|
||||
var bound = getInputData(11);
|
||||
var tstp = getInputData(12);
|
||||
|
||||
if(IS_FIRST_FRAME || !is_surface(domain.sf_world)) {
|
||||
domain.resetSize(_dim[0], _dim[1]);
|
||||
|
@ -82,8 +87,8 @@ function Node_Smoke_Domain(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
domain.setMaterial(mdisTyp, mdis);
|
||||
domain.setVelocity(vdisTyp, vdis);
|
||||
domain.setMaccormack(vMac, mMac);
|
||||
|
||||
domain.texture_repeat = wrap;
|
||||
domain.setBoundary(bound);
|
||||
domain.time_step = tstp;
|
||||
|
||||
outputs[0].setValue(domain);
|
||||
outputs[1].setValue(domain.sf_velocity);
|
||||
|
|
|
@ -19,7 +19,7 @@ function Node_Smoke_Render(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
|
||||
input_display_list = [
|
||||
["Domain", false], 0,
|
||||
["Render", false], 4, 1, 2, 3,
|
||||
["Render", false], 4, 2, 3,
|
||||
];
|
||||
|
||||
newOutput(0, nodeValue_Output("Smoke", self, VALUE_TYPE.surface, noone));
|
||||
|
@ -37,11 +37,6 @@ function Node_Smoke_Render(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
if(recoverCache() || !PROJECT.animator.is_playing)
|
||||
return;
|
||||
|
||||
var _dim = getInputData(1);
|
||||
var _outSurf = outputs[0].getValue();
|
||||
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
|
||||
outputs[0].setValue(_outSurf);
|
||||
|
||||
var _dom = getInputData(0);
|
||||
var _int = getInputData(2);
|
||||
var _drw = getInputData(3);
|
||||
|
@ -49,6 +44,10 @@ function Node_Smoke_Render(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
|
||||
SMOKE_DOMAIN_CHECK
|
||||
|
||||
var _outSurf = outputs[0].getValue();
|
||||
_outSurf = surface_verify(_outSurf, _dom.width, _dom.height, attrDepth());
|
||||
outputs[0].setValue(_outSurf);
|
||||
|
||||
var fSurf = _dom.sf_material;
|
||||
if(!is_surface(fSurf)) return;
|
||||
|
||||
|
@ -56,12 +55,12 @@ function Node_Smoke_Render(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
|
||||
outputs[1].setValue(_dom.sf_world);
|
||||
|
||||
surface_set_shader(_outSurf, sh_fd_visualize_colorize_glsl);
|
||||
surface_set_shader(_outSurf, sh_fd_visualize);
|
||||
gpu_set_texfilter(_int);
|
||||
draw_surface_stretched_safe(fSurf, 0, 0, _dim[0], _dim[1]);
|
||||
draw_surface_stretched_safe(fSurf, 0, 0, _dom.width, _dom.height);
|
||||
gpu_set_texfilter(false);
|
||||
|
||||
// if(_drw) draw_surface_stretched_safe(_dom.sf_world, 0, 0, _dim[0], _dim[1]);
|
||||
if(_drw) draw_surface_stretched_safe(_dom.sf_world, 0, 0, _dom.width, _dom.height);
|
||||
surface_reset_shader();
|
||||
|
||||
cacheCurrentFrame(_outSurf);
|
||||
|
|
|
@ -75,7 +75,7 @@ function Node_Smoke_Render_Output(_x, _y, _group = noone) : Node_Group_Output(_x
|
|||
|
||||
if(_upd) _dom.update();
|
||||
|
||||
surface_set_shader(_outSurf, sh_fd_visualize_colorize_glsl);
|
||||
surface_set_shader(_outSurf, sh_fd_visualize);
|
||||
gpu_set_texfilter(_int);
|
||||
draw_surface_stretched_safe(fSurf, 0, 0, _dim[0], _dim[1]);
|
||||
gpu_set_texfilter(false);
|
||||
|
|
|
@ -14,15 +14,19 @@ function Node_Smoke_Repulse(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
newInput(3, nodeValue_Float("Strength", self, 0.10))
|
||||
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
|
||||
|
||||
newInput(4, nodeValue_Enum_Button("Mode", self, 0, [ "Override", "Add" ]));
|
||||
newInput(4, nodeValue_Float("Spokes", self, 0));
|
||||
|
||||
newInput(5, nodeValue_Rotation("Twist", self, 0));
|
||||
|
||||
input_display_list = [
|
||||
["Domain", false], 0,
|
||||
["Repulse", false], 4, 1, 2, 3
|
||||
["Repulse", false], 1, 2, 3, 4, 5,
|
||||
];
|
||||
|
||||
newOutput(0, nodeValue_Output("Domain", self, VALUE_TYPE.sdomain, noone));
|
||||
|
||||
temp_surface = [ 0 ];
|
||||
|
||||
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
|
||||
var _pos = getInputData(1);
|
||||
var _rad = getInputData(2);
|
||||
|
@ -41,30 +45,25 @@ function Node_Smoke_Repulse(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
var _pos = getInputData(1);
|
||||
var _rad = getInputData(2);
|
||||
var _str = getInputData(3);
|
||||
var _mod = getInputData(4);
|
||||
var _spk = getInputData(4);
|
||||
var _spk_r = getInputData(5);
|
||||
|
||||
SMOKE_DOMAIN_CHECK
|
||||
outputs[0].setValue(_dom);
|
||||
|
||||
_rad = max(_rad, 1);
|
||||
var vSurface = surface_create_size(_dom.sf_velocity);
|
||||
|
||||
surface_set_target(vSurface)
|
||||
draw_clear_alpha(0., 0.);
|
||||
shader_set(sh_fd_repulse);
|
||||
BLEND_OVERRIDE;
|
||||
temp_surface[0] = surface_verify(temp_surface[0], _dom.width, _dom.height, surface_rgba32float);
|
||||
|
||||
surface_set_shader(temp_surface[0], sh_fd_repulse);
|
||||
shader_set_f("strength", _str);
|
||||
draw_sprite_stretched(s_fx_pixel, 0, _pos[0] - _rad, _pos[1] - _rad, _rad * 2, _rad * 2);
|
||||
BLEND_NORMAL;
|
||||
shader_reset();
|
||||
surface_reset_target();
|
||||
shader_set_f("spokes", _spk);
|
||||
shader_set_f("rotate", degtorad(_spk_r));
|
||||
shader_set_f("radius", max(_rad /_dom.width, _rad / _dom.height));
|
||||
shader_set_f("center", _pos[0] / _dom.width, _pos[1] / _dom.height);
|
||||
draw_empty();
|
||||
surface_reset_shader();
|
||||
|
||||
_dom.setTarget(_mod? FD_TARGET_TYPE.ADD_VELOCITY : FD_TARGET_TYPE.REPLACE_VELOCITY);
|
||||
draw_surface_safe(vSurface);
|
||||
_dom.resetTarget();
|
||||
|
||||
surface_free(vSurface);
|
||||
_dom.addVelocity(temp_surface[0]);
|
||||
}
|
||||
|
||||
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
|
||||
|
|
|
@ -17,15 +17,15 @@ function Node_Smoke_Turbulence(_x, _y, _group = noone) : Node_Smoke(_x, _y, _gro
|
|||
|
||||
newInput(4, nodeValueSeed(self));
|
||||
|
||||
newInput(5, nodeValue_Enum_Button("Mode", self, 0, [ "Override", "Add" ]));
|
||||
|
||||
input_display_list = [
|
||||
["Domain", false], 0,
|
||||
["Turbulence", false], 5, 1, 2, 4, 3
|
||||
["Turbulence", false], 1, 2, 4, 3
|
||||
];
|
||||
|
||||
newOutput(0, nodeValue_Output("Domain", self, VALUE_TYPE.sdomain, noone));
|
||||
|
||||
temp_surface = [ 0 ];
|
||||
|
||||
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
|
||||
inputs[1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny);
|
||||
}
|
||||
|
@ -36,14 +36,12 @@ function Node_Smoke_Turbulence(_x, _y, _group = noone) : Node_Smoke(_x, _y, _gro
|
|||
var _str = getInputData(2);
|
||||
var _sca = getInputData(3);
|
||||
var _sed = getInputData(4);
|
||||
var _mod = getInputData(5);
|
||||
|
||||
SMOKE_DOMAIN_CHECK
|
||||
outputs[0].setValue(_dom);
|
||||
temp_surface[0] = surface_verify(temp_surface[0], _dom.width, _dom.height, surface_rgba32float);
|
||||
|
||||
var vSurface = surface_create_size(_dom.sf_velocity);
|
||||
|
||||
surface_set_target(vSurface)
|
||||
surface_set_target(temp_surface[0])
|
||||
draw_clear_alpha(0., 0.);
|
||||
shader_set(sh_fd_turbulence);
|
||||
BLEND_OVERRIDE;
|
||||
|
@ -56,11 +54,7 @@ function Node_Smoke_Turbulence(_x, _y, _group = noone) : Node_Smoke(_x, _y, _gro
|
|||
shader_reset();
|
||||
surface_reset_target();
|
||||
|
||||
_dom.setTarget(_mod? FD_TARGET_TYPE.ADD_VELOCITY : FD_TARGET_TYPE.REPLACE_VELOCITY);
|
||||
draw_surface_safe(vSurface);
|
||||
_dom.resetTarget();
|
||||
|
||||
surface_free(vSurface);
|
||||
_dom.addVelocity(temp_surface[0]);
|
||||
}
|
||||
|
||||
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
|
||||
|
|
|
@ -17,16 +17,16 @@ function Node_Smoke_Vortex(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
newInput(4, nodeValue_Float("Attraction", self, 0))
|
||||
.setDisplay(VALUE_DISPLAY.slider, { range: [-1, 1, 0.01] });
|
||||
|
||||
newInput(5, nodeValue_Enum_Button("Mode", self, 0, [ "Override", "Add" ]));
|
||||
|
||||
input_display_list = [
|
||||
["Domain", false], 0,
|
||||
["Vortex", false], 5, 1, 2, 3, 4
|
||||
["Vortex", false], 1, 2, 3, 4
|
||||
];
|
||||
|
||||
newOutput(0, nodeValue_Output("Domain", self, VALUE_TYPE.sdomain, noone));
|
||||
newOutput(1, nodeValue_Output("Domain", self, VALUE_TYPE.surface, noone));
|
||||
|
||||
temp_surface = [ 0 ];
|
||||
|
||||
static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) {
|
||||
var _pos = getInputData(1);
|
||||
var _rad = getInputData(2);
|
||||
|
@ -46,15 +46,14 @@ function Node_Smoke_Vortex(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
var _rad = getInputData(2);
|
||||
var _str = getInputData(3);
|
||||
var _aio = getInputData(4);
|
||||
var _mod = getInputData(5);
|
||||
|
||||
SMOKE_DOMAIN_CHECK
|
||||
outputs[0].setValue(_dom);
|
||||
|
||||
_rad = max(_rad, 1);
|
||||
var vSurface = surface_create_size(_dom.sf_velocity);
|
||||
temp_surface[0] = surface_verify(temp_surface[0], _dom.width, _dom.height, surface_rgba32float);
|
||||
|
||||
surface_set_target(vSurface)
|
||||
surface_set_target(temp_surface[0])
|
||||
draw_clear_alpha(0., 0.);
|
||||
shader_set(sh_fd_vortex);
|
||||
BLEND_OVERRIDE;
|
||||
|
@ -66,11 +65,9 @@ function Node_Smoke_Vortex(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group)
|
|||
shader_reset();
|
||||
surface_reset_target();
|
||||
|
||||
_dom.setTarget(_mod? FD_TARGET_TYPE.ADD_VELOCITY : FD_TARGET_TYPE.REPLACE_VELOCITY);
|
||||
draw_surface_safe(vSurface);
|
||||
_dom.resetTarget();
|
||||
_dom.addVelocity(temp_surface[0]);
|
||||
|
||||
outputs[1].setValue(vSurface);
|
||||
outputs[1].setValue(temp_surface[0]);
|
||||
}
|
||||
|
||||
static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
|
||||
|
|
10
shaders/sh_fd_add_velocity/sh_fd_add_velocity.fsh
Normal file
10
shaders/sh_fd_add_velocity/sh_fd_add_velocity.fsh
Normal file
|
@ -0,0 +1,10 @@
|
|||
varying vec2 v_vTexcoord;
|
||||
|
||||
uniform vec2 velo;
|
||||
|
||||
void main() {
|
||||
vec4 velocity = texture2D(gm_BaseTexture, v_vTexcoord);
|
||||
velocity.xy *= velo.xy;
|
||||
|
||||
gl_FragColor = velocity;
|
||||
}
|
|
@ -1,5 +1,3 @@
|
|||
// Passthrough vertex shader.
|
||||
|
||||
attribute vec4 in_Position;
|
||||
attribute vec2 in_TextureCoord;
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_add_velocity_glsl",
|
||||
"name":"sh_fd_add_velocity_glsl",
|
||||
"%Name":"sh_fd_add_velocity",
|
||||
"name":"sh_fd_add_velocity",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
|
@ -1,14 +0,0 @@
|
|||
varying vec2 v_vTexcoord;
|
||||
varying vec2 v_vScreencoord;
|
||||
varying vec4 color;
|
||||
|
||||
uniform vec2 velo;
|
||||
uniform sampler2D texture_velocity;
|
||||
|
||||
void main() {
|
||||
vec4 velocity = texture2D(texture_velocity, v_vScreencoord);
|
||||
vec3 sample = texture2D(gm_BaseTexture, v_vTexcoord).xyw;
|
||||
velocity.xy += (velo.xy * sample.xy) * 8.0 * sample.z;
|
||||
|
||||
gl_FragColor = velocity;
|
||||
}
|
|
@ -1,16 +0,0 @@
|
|||
attribute vec4 in_Position;
|
||||
attribute vec2 in_TextureCoord;
|
||||
attribute vec4 in_Colour;
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec2 v_vScreencoord;
|
||||
varying vec4 color;
|
||||
|
||||
uniform vec2 addend;
|
||||
|
||||
void main() {
|
||||
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * in_Position;
|
||||
v_vTexcoord = in_TextureCoord;
|
||||
v_vScreencoord = gl_Position.xy * vec2(0.5, -0.5) + addend;
|
||||
color = in_Colour;
|
||||
}
|
|
@ -5,6 +5,8 @@ varying vec2 v_vTexcoord;
|
|||
uniform sampler2D texture_velocity;
|
||||
uniform sampler2D texture_world;
|
||||
|
||||
uniform int repeat;
|
||||
uniform int wall;
|
||||
uniform vec2 texel_size;
|
||||
uniform vec2 precalculated; // x: time_step * texel_size.x, y: time_step * texel_size.y.
|
||||
uniform vec4 precalculated_1; // x: texel_size.x * 0.5, y: texel_size.y * 0.5, z: texel_size.x * -0.5, w: texel_size.y * -0.5.
|
|
@ -1,5 +1,3 @@
|
|||
// Passthrough vertex shader.
|
||||
|
||||
attribute vec4 in_Position;
|
||||
attribute vec2 in_TextureCoord;
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_advect_velocity_glsl",
|
||||
"name":"sh_fd_advect_velocity_glsl",
|
||||
"%Name":"sh_fd_advect_material",
|
||||
"name":"sh_fd_advect_material",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
|
@ -4,9 +4,12 @@
|
|||
varying vec2 v_vTexcoord;
|
||||
|
||||
uniform int mode;
|
||||
uniform int repeat;
|
||||
uniform int wall;
|
||||
uniform sampler2D texture_world;
|
||||
uniform sampler2D texture_material;
|
||||
|
||||
uniform vec2 texel_size; // x: time_step * texel_size.x, y: time_step * texel_size.y, z: texel_size.x, w: texel_size.y.
|
||||
uniform vec4 precalculated; // x: time_step * texel_size.x, y: time_step * texel_size.y, z: texel_size.x, w: texel_size.y.
|
||||
uniform vec3 precalculated_1; // x: velocity_dissipation_type, y: velocity_dissipation_value, z: velocity_maccormack_weight * 0.5.
|
||||
uniform vec4 acceleration;
|
||||
|
@ -52,7 +55,14 @@ void main() {
|
|||
velocity += acceleration.xy * (acceleration.z * amount * amount + acceleration.w * amount) + world.xy * float(USE_ACCELERATION_FIELD);
|
||||
}
|
||||
|
||||
if (world.z != 0.0) velocity = vec2(0.0, 0.0);
|
||||
if(world.z != 0.0) {
|
||||
velocity = vec2(0.0, 0.0);
|
||||
}
|
||||
|
||||
if(wall == 1) {
|
||||
if(v_vTexcoord.x < texel_size.x || v_vTexcoord.y < texel_size.x || v_vTexcoord.x > 1. - texel_size.y || v_vTexcoord.y > 1. - texel_size.y)
|
||||
velocity = vec2(0.0, 0.0);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(clampForce(velocity), 0., 0.);
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_visualize_colorize_glsl",
|
||||
"name":"sh_fd_visualize_colorize_glsl",
|
||||
"%Name":"sh_fd_advect_velocity",
|
||||
"name":"sh_fd_advect_velocity",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
|
@ -1,20 +0,0 @@
|
|||
varying vec2 v_vTexcoord;
|
||||
|
||||
uniform vec2 texel_size;
|
||||
|
||||
uniform float max_force;
|
||||
|
||||
float clampForce(float v) { return clamp(v, -max_force, max_force); }
|
||||
vec2 clampForce(vec2 v) { return vec2(clampForce(v.x), clampForce(v.y)); }
|
||||
|
||||
void main() {
|
||||
gl_FragColor.zw = texture2D(gm_BaseTexture, v_vTexcoord).zw;
|
||||
float divergence = gl_FragColor.y;
|
||||
|
||||
float right = texture2D(gm_BaseTexture, v_vTexcoord + vec2(texel_size.x, 0.0)).x;
|
||||
float left = texture2D(gm_BaseTexture, v_vTexcoord - vec2(texel_size.x, 0.0)).x;
|
||||
float bottom = texture2D(gm_BaseTexture, v_vTexcoord + vec2(0.0, texel_size.y)).x;
|
||||
float top = texture2D(gm_BaseTexture, v_vTexcoord - vec2(0.0, texel_size.y)).x;
|
||||
|
||||
gl_FragColor.x = clamp((left + right + top + bottom - divergence) * 0.25, 0., 1.);
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
// Date: 2024-10-15T09:38:04.7468164+07:00
|
|
@ -1 +0,0 @@
|
|||
// Date: 2024-10-15T09:38:04.7469887+07:00
|
|
@ -1,12 +0,0 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_calculate_pressure_jacobi_glsl",
|
||||
"name":"sh_fd_calculate_pressure_jacobi_glsl",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
||||
},
|
||||
"resourceType":"GMShader",
|
||||
"resourceVersion":"2.0",
|
||||
"type":1,
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_calculate_pressure_srj_glsl",
|
||||
"name":"sh_fd_calculate_pressure_srj_glsl",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
||||
},
|
||||
"resourceType":"GMShader",
|
||||
"resourceVersion":"2.0",
|
||||
"type":1,
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_calculate_velocity_divergence_glsl",
|
||||
"name":"sh_fd_calculate_velocity_divergence_glsl",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
||||
},
|
||||
"resourceType":"GMShader",
|
||||
"resourceVersion":"2.0",
|
||||
"type":1,
|
||||
}
|
|
@ -3,6 +3,8 @@ varying vec2 v_vTexcoord;
|
|||
uniform vec2 texel_size;
|
||||
uniform vec2 precalculated; //x: 1.0 - relaxation_parameter, y: 0.25 * relaxation_parameter.
|
||||
|
||||
uniform int repeat;
|
||||
uniform int wall;
|
||||
uniform float max_force;
|
||||
|
||||
float clampForce(float v) { return clamp(v, -max_force, max_force); }
|
12
shaders/sh_fd_pressure_srj/sh_fd_pressure_srj.yy
Normal file
12
shaders/sh_fd_pressure_srj/sh_fd_pressure_srj.yy
Normal file
|
@ -0,0 +1,12 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_pressure_srj",
|
||||
"name":"sh_fd_pressure_srj",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
||||
},
|
||||
"resourceType":"GMShader",
|
||||
"resourceVersion":"2.0",
|
||||
"type":1,
|
||||
}
|
|
@ -1,11 +0,0 @@
|
|||
varying vec2 v_vTexcoord;
|
||||
varying vec2 v_vScreencoord;
|
||||
varying vec4 color;
|
||||
|
||||
uniform sampler2D texture_material_0;
|
||||
|
||||
void main() {
|
||||
vec4 destination = texture2D(texture_material_0, v_vScreencoord);
|
||||
vec4 source = color * texture2D(gm_BaseTexture, v_vTexcoord);
|
||||
gl_FragColor = source * vec4(source.aaa, 1.0) + destination * (1.0 - source.aaaa);
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
// Date: 2024-10-15T09:38:04.7486413+07:00
|
|
@ -1,16 +0,0 @@
|
|||
attribute vec4 in_Position;
|
||||
attribute vec2 in_TextureCoord;
|
||||
attribute vec4 in_Colour;
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec2 v_vScreencoord;
|
||||
varying vec4 color;
|
||||
|
||||
uniform vec2 addend;
|
||||
|
||||
void main() {
|
||||
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * in_Position;
|
||||
v_vTexcoord = in_TextureCoord;
|
||||
v_vScreencoord = gl_Position.xy * vec2(0.5, -0.5) + addend;
|
||||
color = in_Colour;
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
// Date: 2024-10-15T09:38:04.7488272+07:00
|
|
@ -1,12 +0,0 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_replace_material_advanced_glsl",
|
||||
"name":"sh_fd_replace_material_advanced_glsl",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
||||
},
|
||||
"resourceType":"GMShader",
|
||||
"resourceVersion":"2.0",
|
||||
"type":1,
|
||||
}
|
|
@ -1,25 +1,26 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
#define TAU 6.283185307179586
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform float strength;
|
||||
uniform vec2 center;
|
||||
uniform float radius;
|
||||
|
||||
uniform float spokes;
|
||||
uniform float rotate;
|
||||
|
||||
void main() {
|
||||
float inCircle = length(v_vTexcoord - vec2(0.5));
|
||||
vec2 pos = v_vTexcoord - center;
|
||||
float rad = length(pos);
|
||||
float dist = rad * strength;
|
||||
float drad = smoothstep(radius * strength, 0., dist);
|
||||
|
||||
if(inCircle > 0.5) {
|
||||
gl_FragColor = vec4(128. / 255., 128. / 255., 0., 0.);
|
||||
return;
|
||||
float angle = atan(pos.y, pos.x);
|
||||
if(spokes != 0.) {
|
||||
float sp = TAU / spokes;
|
||||
angle = floor(angle / sp) * sp + sp * .5 + rotate;
|
||||
}
|
||||
|
||||
vec2 pos = vec2(0.5) - v_vTexcoord;
|
||||
float rad = inCircle * 2.;
|
||||
float angle = atan(pos.y, pos.x);
|
||||
float dist = (1. - rad) * strength;
|
||||
|
||||
gl_FragColor = vec4(128. / 255. + cos(angle) * 0.125 * dist, 128. / 255. + sin(angle) * 0.125 * dist, 0., 1.);
|
||||
gl_FragColor = vec4(cos(angle) * dist * drad, sin(angle) * dist * drad, 0., 1.);
|
||||
}
|
||||
|
|
|
@ -4,6 +4,8 @@ uniform sampler2D texture_pressure;
|
|||
uniform vec2 texel_size;
|
||||
|
||||
uniform float max_force;
|
||||
uniform int repeat;
|
||||
uniform int wall;
|
||||
|
||||
float clampForce(float v) { return clamp(v, -max_force, max_force); }
|
||||
vec2 clampForce(vec2 v) { return vec2(clampForce(v.x), clampForce(v.y)); }
|
|
@ -1,7 +1,7 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_advect_material_a_16_glsl",
|
||||
"name":"sh_fd_advect_material_a_16_glsl",
|
||||
"%Name":"sh_fd_subtract_pressure_gradient",
|
||||
"name":"sh_fd_subtract_pressure_gradient",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
|
@ -1,12 +0,0 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_subtract_pressure_gradient_glsl",
|
||||
"name":"sh_fd_subtract_pressure_gradient_glsl",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
||||
},
|
||||
"resourceType":"GMShader",
|
||||
"resourceVersion":"2.0",
|
||||
"type":1,
|
||||
}
|
|
@ -1,18 +1,13 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
#define PI 3.14159265359
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform float scale;
|
||||
uniform float strength;
|
||||
uniform float seed;
|
||||
|
||||
float random (in vec2 st, float _seed) {
|
||||
return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * (43758.5453123 + (seed + _seed)));
|
||||
}
|
||||
float random (in vec2 st, float _seed) { return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * (43758.5453123 + (seed + _seed))); }
|
||||
|
||||
float noise (in vec2 st, float _seed) {
|
||||
vec2 i = floor(st);
|
||||
|
@ -35,5 +30,5 @@ void main() {
|
|||
float sX = noise(v_vTexcoord * scale, 1.986458) * 2. - 1.;
|
||||
float sY = noise(v_vTexcoord * scale, 5.648630) * 2. - 1.;
|
||||
|
||||
gl_FragColor = vec4(128. / 255. + sX * 0.125 * strength, 128. / 255. + sY * 0.125 * strength, 0., 1.);
|
||||
gl_FragColor = vec4(sX * strength, sY * strength, 0., 1.);
|
||||
}
|
||||
|
|
|
@ -3,7 +3,9 @@ varying vec2 v_vTexcoord;
|
|||
uniform float initial_value_pressure;
|
||||
uniform float max_force;
|
||||
|
||||
uniform vec2 texel_size;
|
||||
uniform int repeat;
|
||||
uniform int wall;
|
||||
uniform vec2 texel_size;
|
||||
|
||||
float clampForce(float v) { return clamp(v, -max_force, max_force); }
|
||||
vec2 clampForce(vec2 v) { return vec2(clampForce(v.x), clampForce(v.y)); }
|
|
@ -0,0 +1,12 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fd_velocity_divergence",
|
||||
"name":"sh_fd_velocity_divergence",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
||||
},
|
||||
"resourceType":"GMShader",
|
||||
"resourceVersion":"2.0",
|
||||
"type":1,
|
||||
}
|
|
@ -2,6 +2,6 @@ varying vec2 v_vTexcoord;
|
|||
varying vec4 v_vColour;
|
||||
|
||||
void main() {
|
||||
float a = texture2D(gm_BaseTexture, v_vTexcoord).w;
|
||||
float a = texture2D(gm_BaseTexture, v_vTexcoord).a;
|
||||
gl_FragColor = vec4(vec3(1.), a);
|
||||
}
|
|
@ -1,7 +1,7 @@
|
|||
{
|
||||
"$GMShader":"",
|
||||
"%Name":"sh_fluid_bleach",
|
||||
"name":"sh_fluid_bleach",
|
||||
"%Name":"sh_fd_visualize",
|
||||
"name":"sh_fd_visualize",
|
||||
"parent":{
|
||||
"name":"Shaders",
|
||||
"path":"folders/nodes/data/simulation/smokeSim/Shaders.yy",
|
|
@ -1,26 +1,20 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
#define PI 3.14159265359
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
#define PI 3.14159265359
|
||||
|
||||
uniform float vortex;
|
||||
uniform float angleIO;
|
||||
|
||||
void main() {
|
||||
float inCircle = length(v_vTexcoord - vec2(0.5));
|
||||
|
||||
if(inCircle > 0.5) {
|
||||
gl_FragColor = vec4(128. / 255., 128. / 255., 0., 0.);
|
||||
return;
|
||||
}
|
||||
if(inCircle > 0.5) { gl_FragColor = vec4(0.); return; }
|
||||
|
||||
vec2 pos = v_vTexcoord - vec2(0.5);
|
||||
float rad = inCircle * 2.;
|
||||
vec2 pos = v_vTexcoord - vec2(0.5);
|
||||
float rad = inCircle * 2.;
|
||||
float angle = atan(pos.y, pos.x) + (PI / 2. + angleIO * PI / 2.);
|
||||
float dist = (1. - rad) * vortex;
|
||||
|
||||
gl_FragColor = vec4(128. / 255. + cos(angle) * 0.125 * dist, 128. / 255. + sin(angle) * 0.125 * dist, 0., 1.);
|
||||
gl_FragColor = vec4(cos(angle) * dist, sin(angle) * dist, 0., 1.);
|
||||
}
|
||||
|
|
|
@ -1,10 +0,0 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main() {
|
||||
vec4 samp = texture2D( gm_BaseTexture, v_vTexcoord );
|
||||
gl_FragColor = vec4(vec3(1.), samp.a);
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
// Date: 2024-10-15T09:38:04.7633776+07:00
|
|
@ -1,19 +0,0 @@
|
|||
//
|
||||
// Simple passthrough vertex shader
|
||||
//
|
||||
attribute vec3 in_Position; // (x,y,z)
|
||||
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
|
||||
attribute vec4 in_Colour; // (r,g,b,a)
|
||||
attribute vec2 in_TextureCoord; // (u,v)
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
|
||||
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
|
||||
|
||||
v_vColour = in_Colour;
|
||||
v_vTexcoord = in_TextureCoord;
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
// Date: 2024-10-15T09:38:04.7635569+07:00
|
Loading…
Reference in a new issue