function Node_VFX_Renderer(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Renderer"; color = COLORS.node_blend_vfx; icon = THEME.vfx; use_cache = CACHE_USE.auto; inputs[| 0] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Round position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Round position to the closest integer value to avoid jittering.") .rejectArray(); inputs[| 2] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Normal", "Alpha", "Additive" ]) .rejectArray(); setIsDynamicInput(1); attribute_surface_depth(); attribute_interpolation(); static createNewInput = function() { var index = ds_list_size(inputs); inputs[| index] = nodeValue("Particles", self, JUNCTION_CONNECT.input, VALUE_TYPE.particle, noone ) .setVisible(true, true); } if(!LOADING && !APPENDING) createNewInput(); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); insp2UpdateTooltip = "Clear cache"; insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ]; static onInspector2Update = function() { clearCache(); } static refreshDynamicInput = function() { #region var _l = ds_list_create(); for( var i = 0; i < ds_list_size(inputs); i++ ) { if(i < input_fix_len || inputs[| i].value_from) ds_list_add(_l, inputs[| i]); else delete inputs[| i]; } for( var i = 0; i < ds_list_size(_l); i++ ) _l[| i].index = i; ds_list_destroy(inputs); inputs = _l; createNewInput(); } #endregion static onValueFromUpdate = function(index) { #region if(index < input_fix_len) return; if(LOADING || APPENDING) return; refreshDynamicInput(); } #endregion static step = function() { #region var _dim = getInputData(0); var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); outputs[| 0].setValue(_outSurf); if(previewing && is_instanceof(group, Node_VFX_Group)) group.preview_node = self; } #endregion static update = function(_time = CURRENT_FRAME) { #region if(!PROJECT.animator.is_playing) { recoverCache(); return; } var _dim = inputs[| 0].getValue(_time); var _exact = inputs[| 1].getValue(_time); var _blend = inputs[| 2].getValue(_time); var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); outputs[| 0].setValue(_outSurf); surface_set_shader(_outSurf); shader_set_interpolation(_outSurf); if(_blend == PARTICLE_BLEND_MODE.normal) BLEND_NORMAL; else if(_blend == PARTICLE_BLEND_MODE.alpha) BLEND_ALPHA; else if(_blend == PARTICLE_BLEND_MODE.additive) BLEND_ADD; var surf_w = surface_get_width_safe(_outSurf); var surf_h = surface_get_height_safe(_outSurf); for( var i = input_fix_len; i < ds_list_size(inputs) - 1; i++ ) { var parts = inputs[| i].getValue(_time); if(!is_array(parts) || array_length(parts) == 0) continue; if(!is_array(parts[0])) parts = [ parts ]; for(var j = 0; j < array_length(parts); j++) for(var k = 0; k < array_length(parts[j]); k++) { if(!parts[j][k].active) continue; parts[j][k].draw(_exact, surf_w, surf_h); } } BLEND_NORMAL; surface_reset_shader(); cacheCurrentFrame(_outSurf); } #endregion getPreviewingNode = VFX_PREVIEW_NODE; }