mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-30 17:06:27 +01:00
101 lines
No EOL
3 KiB
Text
101 lines
No EOL
3 KiB
Text
function Node_Diffuse(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "Diffuse";
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newInput(0, nodeValue_Surface("Density field", self));
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newInput(1, nodeValue_Float("Dissipation", self, 0.05))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ -0.2, 0.2, 0.001] });
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newInput(2, nodeValue_Float("Scale", self, 1));
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newInput(3, nodeValue_Float("Randomness", self, 1));
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newInput(4, nodeValue_Float("Flow rate", self, 0.5))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ 0, 1, 0.01] });
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newInput(5, nodeValue_Slider_Range("Threshold", self, [ 0.5, 0.7 ]));
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newInput(6, nodeValueSeed(self));
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newInput(7, nodeValue_Surface("External", self));
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newInput(8, nodeValue_Float("External Strength", self, 0.1))
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.setDisplay(VALUE_DISPLAY.slider, { range: [ -0.25, 0.25, 0.01] });
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newInput(9, nodeValue_Int("Detail", self, 1))
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newInput(10, nodeValue_Enum_Scroll("External Type", self, 0, [ "Point", "Vector" ]));
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newInput(11, nodeValue_Rotation("External Direction", self, 0));
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newOutput(0, nodeValue_Output("Result", self, VALUE_TYPE.surface, noone));
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input_display_list = [ 0, 6,
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["Diffuse", false], 1,
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["Flow", false], 2, 9, 3, 4,
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["Forces", false], 10, 8, 11,
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["Rendering", false], 5,
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]
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temp_surface = [ surface_create(1, 1), surface_create(1, 1) ];
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static step = function() {
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var _ftyp = getInputData(10);
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inputs[11].setVisible(_ftyp == 1);
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}
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static update = function() {
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var _surf = getInputData(0);
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var _diss = getInputData(1);
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var _scal = getInputData(2);
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var _rand = getInputData(3);
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var _flow = getInputData(4);
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var _thre = getInputData(5);
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var _seed = getInputData(6);
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var _fstr = getInputData(8);
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var _detl = getInputData(9);
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var _ftyp = getInputData(10);
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var _fdir = getInputData(11);
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if(!is_surface(_surf)) return;
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var _sw = surface_get_width_safe(_surf);
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var _sh = surface_get_height_safe(_surf);
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var _outSurf = outputs[0].getValue();
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_outSurf = surface_verify(_outSurf, _sw, _sh);
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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], _sw, _sh);
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surface_set_shader(temp_surface[0], sh_diffuse_dissipate);
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shader_set_f("dimension", _sw, _sh);
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shader_set_f("dissipation", 1 - _diss);
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draw_surface_safe(_surf);
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surface_reset_shader();
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surface_set_shader(temp_surface[1], sh_diffuse_flow);
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shader_set_f("dimension", _sw, _sh);
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shader_set_f("scale", _scal);
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shader_set_i("iteration", _detl);
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shader_set_f("flowRate", _flow);
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shader_set_f("seed", _seed + CURRENT_FRAME * _rand / 100);
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shader_set_i("externalForceType", _ftyp);
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shader_set_f("externalForce", _fstr);
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shader_set_f("externalForceDir", degtorad(_fdir));
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draw_surface_safe(temp_surface[0]);
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surface_reset_shader();
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surface_set_shader(_outSurf, sh_diffuse_post);
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shader_set_f("dimension", _sw, _sh);
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shader_set_f("threshold", _thre);
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draw_surface_safe(temp_surface[1]);
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surface_reset_shader();
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outputs[0].setValue(_outSurf);
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}
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} |