mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
348 lines
No EOL
12 KiB
Text
348 lines
No EOL
12 KiB
Text
enum FD_TARGET_TYPE {
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REPLACE_MATERIAL,
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ADD_MATERIAL,
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REPLACE_VELOCITY,
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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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material_surface_was_created = false;
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acceleration_type = 0;
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acceleration_a = 0;
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acceleration_b = 0;
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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_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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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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sf_velocity = 0; sf_velocity_t = 0;
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sf_material = 0; sf_material_t = 0;
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max_force = 10;
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static setSize = function(_width, _height) {
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width = _width;
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height = _height;
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tx_width = 1 / width;
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tx_height = 1 / height;
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verify();
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return self;
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}
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static resetSize = function(_width, _height) {
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free();
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setSize(_width, _height);
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return self;
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}
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static verify = function() {
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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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if(!surface_valid(sf_velocity, width, height, _f)) { sf_velocity = surface_verify(sf_velocity, width, height, _f); surface_clear(sf_velocity); }
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if(!surface_valid(sf_velocity_t, width, height, _f)) { sf_velocity_t = surface_verify(sf_velocity_t, width, height, _f); surface_clear(sf_velocity_t); }
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if(!surface_valid(sf_material, width, height, _f)) { sf_material = surface_verify(sf_material, width, height, _f); surface_clear(sf_material); }
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if(!surface_valid(sf_material_t, width, height, _f)) { sf_material_t = surface_verify(sf_material_t, width, height, _f); surface_clear(sf_material_t); }
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sf_world = surface_verify(sf_world, width, height, _f);
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if (sf_world_update) {
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surface_set_target(sf_world);
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draw_clear_alpha(0, 0);
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surface_reset_target();
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sf_world_update = false;
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}
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}
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static setAcceleration = function(xacc, yacc, a = 0, b = 0) {
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acceleration_x = xacc;
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acceleration_y = yacc;
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acceleration_a = a;
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acceleration_b = b;
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acceleration_type = 1;
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if ((xacc == 0 && yacc == 0) || (acceleration_a == 0 && acceleration_b == 0))
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acceleration_type = 0;
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return self;
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}
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static setMaterial = function(type, value) {
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material_dissipation_type = type;
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material_dissipation_value = value;
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return self;
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}
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static setVelocity = function(type, value) {
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velocity_dissipation_type = type;
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velocity_dissipation_value = value;
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return self;
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}
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static setMaccormack = function(vel, mat) {
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velocity_maccormack_weight = vel;
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material_maccormack_weight = mat;
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return self;
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}
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static setPressure = function(iteration) {
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pressure_type = iteration;
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pressure_relax = 0;
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if (iteration >= 0) return;
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var i = 0, j = 0;
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switch (iteration) {
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case -1:
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for (j = 0; j < 1; ++j) pressure_relax[i++] = j == 0? 32.6 : -1;
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for (j = 0; j < 15; ++j) pressure_relax[i++] = j == 0? 0.8630 : -1;
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break;
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case -2:
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for (j = 0; j < 1; ++j) pressure_relax[i++] = j == 0? 81.22 : -1;
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for (j = 0; j < 30; ++j) pressure_relax[i++] = j == 0? 0.9178 : -1;
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break;
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case -3:
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for (j = 0; j < 1; ++j) pressure_relax[i++] = j == 0? 190.2 : -1;
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for (j = 0; j < 63; ++j) pressure_relax[i++] = j == 0? 0.9532 : -1;
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break;
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case -4:
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for (j = 0; j < 1; ++j) pressure_relax[i++] = j == 0? 425.8 : -1;
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for (j = 0; j < 130; ++j) pressure_relax[i++] = j == 0? 0.9742 : -1;
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break;
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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 = 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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static update = function() {
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updateVelocity();
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updateMaterial();
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}
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static updateVelocity = function() {
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var temporary = noone;
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gpu_set_texrepeat(texture_repeat);
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gpu_set_texfilter(true);
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gpu_set_blendenable(false);
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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);
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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_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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surface_reset_target();
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temporary = sf_velocity;
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sf_velocity = sf_velocity_t;
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sf_velocity_t = temporary;
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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_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_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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if (pressure_relax[i] != -1) shader_set_f("precalculated", 1 - pressure_relax[i], 0.25 * pressure_relax[i]);
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surface_set_target(sf_pressure_t);
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draw_surface_safe(sf_pressure);
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surface_reset_target();
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temporary = sf_pressure;
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sf_pressure = sf_pressure_t;
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sf_pressure_t = temporary;
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}
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shader_reset();
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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);
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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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temporary = sf_velocity;
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sf_velocity = sf_velocity_t;
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sf_velocity_t = temporary;
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gpu_set_blendenable(true);
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}
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static updateMaterial = function() {
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var temporary = noone;
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gpu_set_texrepeat(texture_repeat);
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gpu_set_texfilter(true);
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gpu_set_blendenable(false);
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verify();
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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);
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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", 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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shader_reset();
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surface_reset_target();
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temporary = sf_material;
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sf_material = sf_material_t;
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sf_material_t = temporary;
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gpu_set_blendenable(true);
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}
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target_type = noone;
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static setTarget = function(type) {
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target_type = type;
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verify();
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switch (type) {
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case FD_TARGET_TYPE.REPLACE_MATERIAL:
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surface_set_target(sf_material);
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break;
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case FD_TARGET_TYPE.ADD_MATERIAL:
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surface_set_target(sf_material);
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gpu_set_blendmode_ext(bm_one, bm_one);
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break;
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case FD_TARGET_TYPE.REPLACE_VELOCITY:
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surface_set_target(sf_velocity);
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break;
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case FD_TARGET_TYPE.ADD_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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static resetTarget = function() {
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surface_reset_target();
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BLEND_NORMAL
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}
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static free = function() {
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surface_free_safe(sf_world);
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surface_free_safe(sf_pressure);
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surface_free_safe(sf_pressure_t);
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surface_free_safe(sf_velocity);
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surface_free_safe(sf_velocity_t);
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surface_free_safe(sf_material);
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surface_free_safe(sf_material_t);
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}
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setSize(_width, _height);
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setPressure(-3);
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} |