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https://github.com/Ttanasart-pt/Pixel-Composer.git
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74 lines
2.6 KiB
Plaintext
74 lines
2.6 KiB
Plaintext
function Node_Fluid_Turbulence(_x, _y, _group = noone) : Node_Fluid(_x, _y, _group) constructor {
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name = "Turbulence";
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w = 96;
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min_h = 96;
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inputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.fdomain, noone)
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.setVisible(true, true);
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inputs[| 1] = nodeValue("Effect area", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, AREA_DEF)
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.setDisplay(VALUE_DISPLAY.area);
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inputs[| 2] = nodeValue("Strength", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0.10)
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.setDisplay(VALUE_DISPLAY.slider, [-1, 1, 0.01]);
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inputs[| 3] = nodeValue("Scale", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 4)
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.setDisplay(VALUE_DISPLAY.slider, [1, 16, 0.01]);
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inputs[| 4] = nodeValue("Seed", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, irandom(99999) );
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inputs[| 5] = nodeValue("Mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0)
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.setDisplay(VALUE_DISPLAY.enum_button, [ "Override", "Add" ]);
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input_display_list = [
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["Domain", false], 0,
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["Turbulence", false], 5, 1, 2, 4, 3
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];
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outputs[| 0] = nodeValue("Fluid Domain", self, JUNCTION_CONNECT.output, VALUE_TYPE.fdomain, noone);
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static drawOverlay = function(active, _x, _y, _s, _mx, _my, _snx, _sny) {
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inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny);
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}
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static update = function(frame = ANIMATOR.current_frame) {
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var _dom = inputs[| 0].getValue(frame);
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var _are = inputs[| 1].getValue(frame);
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var _str = inputs[| 2].getValue(frame);
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var _sca = inputs[| 3].getValue(frame);
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var _sed = inputs[| 4].getValue(frame);
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var _mod = inputs[| 5].getValue(frame);
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if(_dom == noone || !instance_exists(_dom)) return;
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outputs[| 0].setValue(_dom);
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var vSurface = surface_create_size(_dom.sf_velocity);
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surface_set_target(vSurface)
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draw_clear_alpha(0., 0.);
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shader_set(sh_fd_turbulence);
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BLEND_OVERRIDE;
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shader_set_uniform_f(shader_get_uniform(sh_fd_turbulence, "scale"), _sca);
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shader_set_uniform_f(shader_get_uniform(sh_fd_turbulence, "seed"), _sed);
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shader_set_uniform_f(shader_get_uniform(sh_fd_turbulence, "strength"), _str);
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draw_sprite_stretched(s_fx_pixel, 0, _are[0] - _are[2], _are[1] - _are[3], _are[2] * 2, _are[3] * 2);
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BLEND_NORMAL;
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shader_reset();
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surface_reset_target();
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with(_dom) {
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fd_rectangle_set_target(id, _mod? FD_TARGET_TYPE.ADD_VELOCITY : FD_TARGET_TYPE.REPLACE_VELOCITY);
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draw_surface_safe(vSurface, 0, 0);
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fd_rectangle_reset_target(id);
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}
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surface_free(vSurface);
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}
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
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var bbox = drawGetBbox(xx, yy, _s);
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draw_sprite_fit(s_node_fluidSim_turbulence, 0, bbox.xc, bbox.yc, bbox.w, bbox.h);
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}
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} |