mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
72 lines
2.3 KiB
Plaintext
72 lines
2.3 KiB
Plaintext
function Node_Smoke_Render(_x, _y, _group = noone) : Node_Smoke(_x, _y, _group) constructor {
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name = "Render Domain";
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color = COLORS.node_blend_smoke;
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icon = THEME.smoke_sim;
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use_cache = CACHE_USE.auto;
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manual_ungroupable = false;
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inputs[| 0] = nodeValue("Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.sdomain, noone)
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.setVisible(true, true);
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inputs[| 1] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
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.setDisplay(VALUE_DISPLAY.vector);
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inputs[| 2] = nodeValue("Interpolate", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 3] = nodeValue("Draw Domain", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false);
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inputs[| 4] = nodeValue("Auto Update", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true);
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input_display_list = [
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["Domain", false], 0,
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["Render", false], 4, 1, 2, 3,
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];
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outputs[| 0] = nodeValue("Smoke", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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outputs[| 1] = nodeValue("Domain", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
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attribute_surface_depth();
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insp2UpdateTooltip = "Clear cache";
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insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ];
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static onInspector2Update = function() { clearCache(); }
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static update = function(frame = CURRENT_FRAME) {
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if(recoverCache() || !PROJECT.animator.is_playing)
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return;
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var _dim = inputs[| 1].getValue(frame);
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var _outSurf = outputs[| 0].getValue();
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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outputs[| 0].setValue(_outSurf);
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var _dom = inputs[| 0].getValue(frame);
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var _int = inputs[| 2].getValue(frame);
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var _drw = inputs[| 3].getValue(frame);
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var _upd = inputs[| 4].getValue(frame);
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FLUID_DOMAIN_CHECK
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var fSurf = _dom.sf_material_0;
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if(!is_surface(fSurf)) return;
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if(_upd) fd_rectangle_update(_dom);
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texture_set_interpolation(false);
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outputs[| 1].setValue(_dom.sf_world);
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surface_set_shader(_outSurf, sh_fd_visualize_colorize_glsl);
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gpu_set_texfilter(_int);
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draw_surface_stretched_safe(fSurf, 0, 0, _dim[0], _dim[1]);
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gpu_set_texfilter(false);
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if(_drw && is_surface(_dom.sf_world))
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draw_surface_stretched_safe(_dom.sf_world, 0, 0, _dim[0], _dim[1]);
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surface_reset_shader();
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var frm = cacheCurrentFrame(_outSurf);
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}
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} |