Pixel-Composer/scripts/node_smoke_render/node_smoke_render.gml
2024-03-19 15:49:29 +07:00

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