function Node_MK_Flag(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "MK Flag"; update_on_frame = true; newInput(0, nodeValue_Dimension(self)); newInput(1, nodeValue_Surface("Texture", self)); newInput(2, nodeValue_Vec2("Position", self, [ 0, 0 ])); newInput(3, nodeValue_Enum_Button("Pin side", self, 0, [ "Left", "Right", "Up", "Down" ])); newInput(4, nodeValue_Int("Subdivision", self, 8)); newInput(5, nodeValue_Float("Wind speed", self, 2)); newInput(6, nodeValue_Float("Wave width", self, 1)) .setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 0.1] }); newInput(7, nodeValue_Float("Wave size", self, 0.2)) .setDisplay(VALUE_DISPLAY.slider); newInput(8, nodeValue_Float("Phase", self, 0.1)) .setDisplay(VALUE_DISPLAY.slider); newInput(9, nodeValue_Float("Clip", self, 0.2)) .setDisplay(VALUE_DISPLAY.slider); newInput(10, nodeValue_Float("Shadow", self, 0.2)) .setDisplay(VALUE_DISPLAY.slider); newInput(11, nodeValue_Float("Shadow threshold", self, 0)) .setDisplay(VALUE_DISPLAY.slider, { range: [-0.1, 0.1, 0.001] }); newInput(12, nodeValue_Bool("Invert shadow", self, 0)); input_display_list = [ new Inspector_Sprite(s_MKFX), 0, ["Flag", false], 4, 1, 2, 3, ["Wave", false], 6, 7, 5, 8, 9, ["Rendering", false], 10, 11, 12, ]; newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone)); attributes.iteration = 4; array_push(attributeEditors, "Verlet solver"); array_push(attributeEditors, ["Iteration", function() { return attributes.iteration; }, new textBox(TEXTBOX_INPUT.number, function(val) { attributes.iteration = val; triggerRender(); })]); temp_surface = [ surface_create(1, 1), surface_create(1, 1) ]; function fPoints(_x, _y, _u, _v) constructor { #region x = _x; y = _y; sx = _x; sy = _y; u = _u; v = _v; pin = false; } #endregion function fLink(_p0, _p1) constructor { #region p0 = _p0; p1 = _p1; dist = point_distance(_p0.x, _p0.y, _p1.x, _p1.y); } #endregion function fMesh(_p0, _p1, _p2) constructor { #region p0 = _p0; p1 = _p1; p2 = _p2; } #endregion points = []; links = []; meshes = []; static onValueUpdate = function(index = 0) { #region if(index == 3) setGeometry(); } #endregion static setGeometry = function() { #region var _pinn = getSingleValue(3); var _subd = getSingleValue(4); points = array_create((_subd + 1) * (_subd + 1)); links = array_create(2 * _subd * (_subd + 1)); meshes = array_create(2 * _subd * _subd); var _ind = 0; for( var i = 0; i <= _subd; i++ ) for( var j = 0; j <= _subd; j++ ) { points[_ind++] = new fPoints(i / _subd, j / _subd, i / _subd, j / _subd); } switch(_pinn) { case 0 : for( var i = 0; i <= _subd; i++ ) points[i].pin = true; break; case 1 : for( var i = 0; i <= _subd; i++ ) points[_subd * (_subd + 1) + i].pin = true; break; case 2 : for( var i = 0; i <= _subd; i++ ) points[i * (_subd + 1) + 0].pin = true; break; case 3 : for( var i = 0; i <= _subd; i++ ) points[i * (_subd + 1) + _subd].pin = true; break; } var _ind = 0; for( var k = 0; k < 2; k++) for( var i = 0; i < _subd; i++ ) for( var j = 0; j <= _subd; j++ ) { var p0x = k? i : j; var p0y = k? j : i; var p1x = k? i + 1 : j; var p1y = k? j : i + 1; var i0 = p0y * (_subd + 1) + p0x; var i1 = p1y * (_subd + 1) + p1x; links[_ind++] = new fLink(points[i0], points[i1]); } var _ind = 0; for( var i = 0; i < _subd; i++ ) for( var j = 0; j < _subd; j++ ) { var i0 = i * (_subd + 1) + j; var i1 = i * (_subd + 1) + j + 1; var i2 = (i + 1) * (_subd + 1) + j; meshes[_ind++] = new fMesh(points[i0], points[i1], points[i2]); var i0 = i * (_subd + 1) + j + 1; var i1 = (i + 1) * (_subd + 1) + j; var i2 = (i + 1) * (_subd + 1) + j + 1; meshes[_ind++] = new fMesh(points[i0], points[i1], points[i2]); } } #endregion static stepFlag = function() { #region var _pinn = getSingleValue(3); var _wspd = getSingleValue(5); var _wave = getSingleValue(6); var _wavz = getSingleValue(7); var _wphs = getSingleValue(8); var _clip = getSingleValue(9); var _tps = CURRENT_FRAME / TOTAL_FRAMES * _wspd * pi * 2; var _wve = _wave * pi; for( var i = 0, n = array_length(points); i < n; i++ ) { var p = points[i]; switch(_pinn) { case 0 : var y0 = p.sy + max(-_clip, sin(p.u * _wve - _tps)) * _wavz * p.u; var y1 = p.sy + min( _clip, sin((p.u - _wphs) * _wve - _tps)) * _wavz * p.u; p.y = lerp(y0, y1, p.v); break; case 1 : var y0 = p.sy + max(-_clip, sin((1 - p.u) * _wve - _tps)) * _wavz * (1 - p.u); var y1 = p.sy + min( _clip, sin(((1 - p.u) - _wphs) * _wve - _tps)) * _wavz * (1 - p.u); p.y = lerp(y0, y1, p.v); break; case 2 : var x0 = p.sx + max(-_clip, sin(p.v * _wve - _tps)) * _wavz * p.v; var x1 = p.sx + min( _clip, sin((p.v - _wphs) * _wve - _tps)) * _wavz * p.v; p.x = lerp(x0, x1, p.u); break; case 3 : var x0 = p.sx + max(-_clip, sin((1 - p.v) * _wve - _tps)) * _wavz * (1 - p.v); var x1 = p.sx + min( _clip, sin(((1 - p.v) - _wphs) * _wve - _tps)) * _wavz * (1 - p.v); p.x = lerp(x0, x1, p.u); break; } } } #endregion static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { var _hov = false; var hv = inputs[2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv; //for( var i = 0, n = array_length(links); i < n; i++ ) { // var _l = links[i]; // var p0 = _l.p0; // var p1 = _l.p1; // var _p0x = _x + p0.x * _s; // var _p0y = _y + p0.y * _s; // var _p1x = _x + p1.x * _s; // var _p1y = _y + p1.y * _s; // if(p0.pin && p1.pin) { // draw_set_color(COLORS._main_text); // draw_line_width(_p0x, _p0y, _p1x, _p1y, 2); // } else { // draw_set_color(COLORS._main_accent); // draw_line(_p0x, _p0y, _p1x, _p1y); // } //} return _hov; } static processData_prebatch = function() { #region if(IS_FIRST_FRAME) setGeometry(); stepFlag(); } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { #region var _dim = _data[0]; var _tex = _data[1]; var _start = _data[2]; var _pinn = _data[3]; var _shadow = _data[10]; var _shdThr = _data[11]; var _shdInv = _data[12]; _outSurf = surface_verify(_outSurf, _dim[0], _dim[1]); if(!is_surface(_tex)) return _outSurf; var _sx, _sy; var _sw = surface_get_width_safe(_tex); var _sh = surface_get_height_safe(_tex); switch(_pinn) { case 0 : _sx = _start[0]; _sy = _start[1]; break; case 1 : _sx = _start[0] - _sw; _sy = _start[1]; break; case 2 : _sx = _start[0]; _sy = _start[1]; break; case 3 : _sx = _start[0]; _sy = _start[1] - _sh; break; } for( var i = 0, n = array_length(temp_surface); i < n; i++ ) temp_surface[i] = surface_verify(temp_surface[i], _dim[0], _dim[1]); surface_set_target_ext(0, temp_surface[0]); surface_set_target_ext(1, temp_surface[1]); shader_set(sh_mk_flag_mrt); DRAW_CLEAR draw_set_color(c_white); draw_primitive_begin_texture(pr_trianglelist, surface_get_texture(_tex)); for( var i = 0, n = array_length(meshes); i < n; i++ ) { var m = meshes[i]; var p0 = m.p0; var p1 = m.p1; var p2 = m.p2; draw_vertex_texture(_sx + p0.x * _sw, _sy + p0.y * _sh, p0.u, p0.v); draw_vertex_texture(_sx + p1.x * _sw, _sy + p1.y * _sh, p1.u, p1.v); draw_vertex_texture(_sx + p2.x * _sw, _sy + p2.y * _sh, p2.u, p2.v); } draw_primitive_end(); shader_reset(); surface_reset_target(); surface_set_shader(_outSurf, sh_mk_flag_shade); shader_set_surface("textureMap", temp_surface[1]); shader_set_f("dimension", _dim); shader_set_f("oriPosition", _start); shader_set_f("oriScale", _sw, _sh); shader_set_f("shadow", 1 - _shadow); shader_set_f("shadowThres", _shdThr); shader_set_i("shadowInv", _shdInv); shader_set_i("side", _pinn > 1); draw_surface_safe(temp_surface[0]); surface_reset_shader(); return _outSurf; } #endregion }