Pixel-Composer/scripts/node_VFX_renderer/node_VFX_renderer.gml

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function Node_VFX_Renderer(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
name = "Renderer";
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color = COLORS.node_blend_vfx;
icon = THEME.vfx;
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use_cache = CACHE_USE.auto;
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manual_ungroupable = false;
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newInput(0, nodeValue_Vec2("Output dimension", self, DEF_SURF ));
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newInput(1, nodeValue_Bool("Round position", self, true, "Round position to the closest integer value to avoid jittering."))
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.rejectArray();
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newInput(2, nodeValue_Enum_Button("Render Type", self, PARTICLE_RENDER_TYPE.surface , [ "Surface", "Line" ]))
.rejectArray();
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newInput(3, nodeValue_Int("Line life", self, 4 ))
.rejectArray();
input_display_list = [
["Output", false], 0,
["Rendering", false], 1, 2, 3,
];
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attribute_surface_depth();
attribute_interpolation();
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static createNewInput = function() {
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var index = array_length(inputs);
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newInput(index + 0, nodeValue_Enum_Scroll("Blend mode", self, 0 , [ "Normal", "Alpha", "Additive" ]))
.rejectArray();
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newInput(index + 1, nodeValue_Particle("Particles", self, noone ))
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.setVisible(true, true);
array_push(input_display_list, ["Particle", false], index + 0, index + 1);
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return inputs[index + 1];
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}
setDynamicInput(2, true, VALUE_TYPE.particle);
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dyna_input_check_shift = 1;
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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insp2UpdateTooltip = "Clear cache";
insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ];
static onInspector2Update = function() { clearCache(); }
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static step = function() { #region
var _typ = getInputData(2);
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inputs[3].setVisible(_typ == PARTICLE_RENDER_TYPE.line);
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if(previewing && is_instanceof(group, Node_VFX_Group))
group.preview_node = self;
} #endregion
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static update = function(_time = CURRENT_FRAME) { #region
if(!IS_PLAYING) {
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recoverCache();
return;
}
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var _dim = inputs[0].getValue(_time);
var _exact = inputs[1].getValue(_time);
var _type = inputs[2].getValue(_time);
var _llife = inputs[3].getValue(_time);
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var _outSurf = outputs[0].getValue();
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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outputs[0].setValue(_outSurf);
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var surf_w = surface_get_width_safe(_outSurf);
var surf_h = surface_get_height_safe(_outSurf);
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surface_set_shader(_outSurf, _type == PARTICLE_RENDER_TYPE.surface? sh_sample : noone);
if(_type == PARTICLE_RENDER_TYPE.surface)
shader_set_interpolation(_outSurf);
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for( var i = input_fix_len; i < array_length(inputs); i += data_length ) {
var blend = inputs[i + 0].getValue(_time);
var parts = inputs[i + 1].getValue(_time);
switch(blend) {
case PARTICLE_BLEND_MODE.normal: BLEND_NORMAL; break;
case PARTICLE_BLEND_MODE.alpha: BLEND_ALPHA; break;
case PARTICLE_BLEND_MODE.additive: BLEND_ADD; break;
}
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if(!is_array(parts) || array_length(parts) == 0) continue;
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if(!is_array(parts[0])) parts = [ parts ];
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for(var j = 0; j < array_length(parts); j++) {
var part = parts[j];
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for(var k = 0; k < array_length(part); k++) {
var _part = part[k];
_part.render_type = _type;
_part.line_draw = _llife;
if(_part.active || _type) _part.draw(_exact, surf_w, surf_h);
}
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}
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}
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BLEND_NORMAL;
surface_reset_shader();
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cacheCurrentFrame(_outSurf);
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} #endregion
getPreviewingNode = VFX_PREVIEW_NODE;
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}