function Node_Particle(_x, _y, _group = noone) : Node_VFX_Spawner_Base(_x, _y, _group) constructor { name = "Particle"; use_cache = CACHE_USE.auto; onSurfaceSize = function() { return getInputData(input_len, DEF_SURF); }; inputs[| 3].setDisplay(VALUE_DISPLAY.area, { onSurfaceSize }); inputs[| 22].setDisplay(VALUE_DISPLAY.enum_scroll, [ "Random", "Order", "Animation", "Array" ]); inputs[| input_len + 0] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| input_len + 1] = nodeValue("Round position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Round position to the closest integer value to avoid jittering.") .rejectArray(); inputs[| input_len + 2] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .rejectArray() .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Normal", "Alpha", "Additive" ]); inputs[| input_len + 3] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone ) .rejectArray(); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); attribute_surface_depth(); attribute_interpolation(); array_insert(input_display_list, 0, ["Output", true], input_len + 3, input_len + 0); array_push(input_display_list, input_len + 1, input_len + 2); def_surface = -1; render_amount = 0; insp2UpdateTooltip = "Clear cache"; insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ]; static onInspector2Update = function() { clearCache(); } static onValueUpdate = function(index = 0) { #region if(index == input_len + 0) { var _dim = getInputData(input_len + 0); var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, array_safe_get(_dim, 0, 1), array_safe_get(_dim, 1, 1), attrDepth()); outputs[| 0].setValue(_outSurf); } if(PROJECT.animator.is_playing) PROJECT.animator.firstFrame(); } #endregion static reLoop = function() { #region var _loop = getInputData(21); if(!_loop) return; for(var i = 0; i < TOTAL_FRAMES; i++) { runVFX(i, false); updateParticleForward(); } seed = getInputData(32); } #endregion static onUpdate = function(frame = CURRENT_FRAME) { #region var _inSurf = getInputData(0); var _arr_type = getInputData(22); var _dim = getInputData(input_len + 0); var _bg = getInputData(input_len + 3); var _outSurf = outputs[| 0].getValue(); if(is_surface(_bg)) _dim = surface_get_dimension(_bg) if(is_array(_inSurf) && _arr_type == 3) { var _len = array_length(_inSurf); if(!is_array(_outSurf)) _outSurf = array_create(_len); else if(array_length(_outSurf) != _len) array_resize(_outSurf, _len); for( var i = 0; i < _len; i++ ) _outSurf[i] = surface_verify(_outSurf[i], _dim[0], _dim[1], attrDepth()); render_amount = _len; } else { _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); render_amount = 0; } outputs[| 0].setValue(_outSurf); if(IS_FIRST_FRAME) { reset(); if(IS_PLAYING) reLoop(); } if(IS_PLAYING) runVFX(frame); } #endregion function render(_time = CURRENT_FRAME) { #region var _dim = inputs[| input_len + 0].getValue(_time); var _exact = inputs[| input_len + 1].getValue(_time); var _blend = inputs[| input_len + 2].getValue(_time); var _bg = inputs[| input_len + 3].getValue(_time); var _outSurf = outputs[| 0].getValue(); if(is_surface(_bg)) _dim = surface_get_dimension(_bg) if(render_amount == 0) { surface_set_shader(_outSurf); if(is_surface(_bg)) draw_surface(_bg, 0, 0); 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; } shader_set_interpolation(_outSurf); for(var i = 0; i < attributes.part_amount; i++) { if(parts[i].active) parts[i].draw(_exact, _dim[0], _dim[1]); //if(shader_current() != sh_sample) __shader_set = false; } surface_reset_shader(); } else if(is_array(_outSurf)) { for( var o = 0, n = array_length(_outSurf); o < n; o++ ) { surface_set_shader(_outSurf[o]); if(is_surface(_bg)) draw_surface(_bg, 0, 0); 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; } shader_set_interpolation(_outSurf[o]); for(var i = 0; i < attributes.part_amount; i++) { if(parts[i].active) parts[i].draw(_exact, _dim[0], _dim[1], o); //if(shader_current() != sh_sample) __shader_set = false; } surface_reset_shader(); } } BLEND_NORMAL if(PROJECT.animator.is_playing) cacheCurrentFrame(_outSurf); } #endregion }