mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-13 05:53:53 +01:00
291 lines
8.8 KiB
Plaintext
291 lines
8.8 KiB
Plaintext
function Node_MK_Flag(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "MK Flag";
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update_on_frame = true;
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inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 1] = nodeValue("Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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inputs[| 2] = nodeValue("Position", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ])
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 3] = nodeValue("Pin side", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Left", "Right", "Up", "Down" ]);
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inputs[| 4] = nodeValue("Subdivision", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 8);
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inputs[| 5] = nodeValue("Wind speed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 2);
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inputs[| 6] = nodeValue("Wave width", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 1)
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.setDisplay(VALUE_DISPLAY.slider, { range: [0, 4, 0.1] });
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inputs[| 7] = nodeValue("Wave size", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 8] = nodeValue("Phase", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.1)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 9] = nodeValue("Clip", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 10] = nodeValue("Shadow", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.2)
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.setDisplay(VALUE_DISPLAY.slider);
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inputs[| 11] = nodeValue("Shadow threshold", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0)
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.setDisplay(VALUE_DISPLAY.slider, { range: [-0.1, 0.1, 0.001] });
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inputs[| 12] = nodeValue("Invert shadow", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, 0);
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input_display_list = [ new Inspector_Sprite(s_MKFX), 0,
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["Flag", false], 4, 1, 2, 3,
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["Wave", false], 6, 7, 5, 8, 9,
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["Rendering", false], 10, 11, 12,
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];
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outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attributes.iteration = 4;
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array_push(attributeEditors, "Verlet solver");
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array_push(attributeEditors, ["Iteration", function() { return attributes.iteration; },
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new textBox(TEXTBOX_INPUT.number, function(val) {
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attributes.iteration = val;
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triggerRender();
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})]);
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temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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function fPoints(_x, _y, _u, _v) constructor { #region
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x = _x;
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y = _y;
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sx = _x;
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sy = _y;
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u = _u;
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v = _v;
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pin = false;
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} #endregion
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function fLink(_p0, _p1) constructor { #region
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p0 = _p0;
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p1 = _p1;
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dist = point_distance(_p0.x, _p0.y, _p1.x, _p1.y);
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} #endregion
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function fMesh(_p0, _p1, _p2) constructor { #region
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p0 = _p0;
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p1 = _p1;
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p2 = _p2;
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} #endregion
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points = [];
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links = [];
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meshes = [];
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static onValueUpdate = function(index = 0) { #region
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if(index == 3) setGeometry();
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} #endregion
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static setGeometry = function() { #region
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var _pinn = getSingleValue(3);
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var _subd = getSingleValue(4);
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points = array_create((_subd + 1) * (_subd + 1));
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links = array_create(2 * _subd * (_subd + 1));
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meshes = array_create(2 * _subd * _subd);
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var _ind = 0;
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for( var i = 0; i <= _subd; i++ )
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for( var j = 0; j <= _subd; j++ ) {
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points[_ind++] = new fPoints(i / _subd, j / _subd, i / _subd, j / _subd);
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}
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switch(_pinn) {
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case 0 : for( var i = 0; i <= _subd; i++ ) points[i].pin = true; break;
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case 1 : for( var i = 0; i <= _subd; i++ ) points[_subd * (_subd + 1) + i].pin = true; break;
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case 2 : for( var i = 0; i <= _subd; i++ ) points[i * (_subd + 1) + 0].pin = true; break;
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case 3 : for( var i = 0; i <= _subd; i++ ) points[i * (_subd + 1) + _subd].pin = true; break;
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}
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var _ind = 0;
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for( var k = 0; k < 2; k++)
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for( var i = 0; i < _subd; i++ )
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for( var j = 0; j <= _subd; j++ ) {
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var p0x = k? i : j;
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var p0y = k? j : i;
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var p1x = k? i + 1 : j;
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var p1y = k? j : i + 1;
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var i0 = p0y * (_subd + 1) + p0x;
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var i1 = p1y * (_subd + 1) + p1x;
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links[_ind++] = new fLink(points[i0], points[i1]);
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}
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var _ind = 0;
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for( var i = 0; i < _subd; i++ )
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for( var j = 0; j < _subd; j++ ) {
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var i0 = i * (_subd + 1) + j;
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var i1 = i * (_subd + 1) + j + 1;
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var i2 = (i + 1) * (_subd + 1) + j;
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meshes[_ind++] = new fMesh(points[i0], points[i1], points[i2]);
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var i0 = i * (_subd + 1) + j + 1;
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var i1 = (i + 1) * (_subd + 1) + j;
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var i2 = (i + 1) * (_subd + 1) + j + 1;
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meshes[_ind++] = new fMesh(points[i0], points[i1], points[i2]);
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}
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} #endregion
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static stepFlag = function() { #region
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var _pinn = getSingleValue(3);
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var _wspd = getSingleValue(5);
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var _wave = getSingleValue(6);
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var _wavz = getSingleValue(7);
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var _wphs = getSingleValue(8);
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var _clip = getSingleValue(9);
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var _tps = CURRENT_FRAME / TOTAL_FRAMES * _wspd * pi * 2;
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var _wve = _wave * pi;
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for( var i = 0, n = array_length(points); i < n; i++ ) {
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var p = points[i];
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switch(_pinn) {
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case 0 :
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var y0 = p.sy + max(-_clip, sin(p.u * _wve - _tps)) * _wavz * p.u;
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var y1 = p.sy + min( _clip, sin((p.u - _wphs) * _wve - _tps)) * _wavz * p.u;
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p.y = lerp(y0, y1, p.v);
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break;
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case 1 :
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var y0 = p.sy + max(-_clip, sin((1 - p.u) * _wve - _tps)) * _wavz * (1 - p.u);
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var y1 = p.sy + min( _clip, sin(((1 - p.u) - _wphs) * _wve - _tps)) * _wavz * (1 - p.u);
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p.y = lerp(y0, y1, p.v);
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break;
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case 2 :
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var x0 = p.sx + max(-_clip, sin(p.v * _wve - _tps)) * _wavz * p.v;
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var x1 = p.sx + min( _clip, sin((p.v - _wphs) * _wve - _tps)) * _wavz * p.v;
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p.x = lerp(x0, x1, p.u);
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break;
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case 3 :
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var x0 = p.sx + max(-_clip, sin((1 - p.v) * _wve - _tps)) * _wavz * (1 - p.v);
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var x1 = p.sx + min( _clip, sin(((1 - p.v) - _wphs) * _wve - _tps)) * _wavz * (1 - p.v);
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p.x = lerp(x0, x1, p.u);
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break;
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}
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}
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} #endregion
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) { #region
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var _a = inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); active &= _a;
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//for( var i = 0, n = array_length(links); i < n; i++ ) {
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// var _l = links[i];
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// var p0 = _l.p0;
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// var p1 = _l.p1;
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// var _p0x = _x + p0.x * _s;
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// var _p0y = _y + p0.y * _s;
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// var _p1x = _x + p1.x * _s;
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// var _p1y = _y + p1.y * _s;
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// if(p0.pin && p1.pin) {
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// draw_set_color(COLORS._main_text);
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// draw_line_width(_p0x, _p0y, _p1x, _p1y, 2);
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// } else {
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// draw_set_color(COLORS._main_accent);
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// draw_line(_p0x, _p0y, _p1x, _p1y);
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// }
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//}
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} #endregion
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static processData_prebatch = function() { #region
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if(CURRENT_FRAME == 0) setGeometry();
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stepFlag();
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} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { #region
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var _dim = _data[0];
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var _tex = _data[1];
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var _start = _data[2];
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var _pinn = _data[3];
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var _shadow = _data[10];
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var _shdThr = _data[11];
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var _shdInv = _data[12];
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1]);
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if(!is_surface(_tex)) return _outSurf;
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var _sx, _sy;
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var _sw = surface_get_width_safe(_tex);
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var _sh = surface_get_height_safe(_tex);
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switch(_pinn) {
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case 0 :
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_sx = _start[0];
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_sy = _start[1];
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break;
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case 1 :
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_sx = _start[0] - _sw;
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_sy = _start[1];
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break;
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case 2 :
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_sx = _start[0];
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_sy = _start[1];
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break;
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case 3 :
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_sx = _start[0];
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_sy = _start[1] - _sh;
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break;
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}
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for( var i = 0, n = array_length(temp_surface); i < n; i++ )
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temp_surface[i] = surface_verify(temp_surface[i], _dim[0], _dim[1]);
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surface_set_target_ext(0, temp_surface[0]);
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surface_set_target_ext(1, temp_surface[1]);
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shader_set(sh_mk_flag_mrt);
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DRAW_CLEAR
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draw_set_color(c_white);
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draw_primitive_begin_texture(pr_trianglelist, surface_get_texture(_tex));
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for( var i = 0, n = array_length(meshes); i < n; i++ ) {
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var m = meshes[i];
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var p0 = m.p0;
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var p1 = m.p1;
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var p2 = m.p2;
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draw_vertex_texture(_sx + p0.x * _sw, _sy + p0.y * _sh, p0.u, p0.v);
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draw_vertex_texture(_sx + p1.x * _sw, _sy + p1.y * _sh, p1.u, p1.v);
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draw_vertex_texture(_sx + p2.x * _sw, _sy + p2.y * _sh, p2.u, p2.v);
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}
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draw_primitive_end();
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shader_reset();
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surface_reset_target();
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surface_set_shader(_outSurf, sh_mk_flag_shade);
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shader_set_surface("textureMap", temp_surface[1]);
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shader_set_f("dimension", _dim);
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shader_set_f("oriPosition", _start);
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shader_set_f("oriScale", _sw, _sh);
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shader_set_f("shadow", 1 - _shadow);
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shader_set_f("shadowThres", _shdThr);
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shader_set_i("shadowInv", _shdInv);
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shader_set_i("side", _pinn > 1);
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draw_surface(temp_surface[0], 0, 0);
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surface_reset_shader();
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return _outSurf;
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} #endregion
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} |