function Node_MK_Saber(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "MK Saber"; inputs[| 0] = nodeValue("Dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Point 1", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 0, 0 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 2] = nodeValue("Point 2", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, [ 16, 16 ]) .setDisplay(VALUE_DISPLAY.vector); inputs[| 3] = nodeValue("Thickness", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 2) inputs[| 4] = nodeValue("Color", self, JUNCTION_CONNECT.input, VALUE_TYPE.gradient, new gradientObject(c_white)) inputs[| 5] = nodeValue("Trace", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0); inputs[| 6] = nodeValue("Fix length", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 7] = nodeValue("Gradient step", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 1); inputs[| 8] = nodeValue("Glow intensity", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0) .setDisplay(VALUE_DISPLAY.slider); inputs[| 9] = nodeValue("Glow radius", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0); inputs[| 10] = nodeValue("Trace texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone) .setVisible(true, true); input_display_list = [ new Inspector_Sprite(s_MKFX), 0, ["Saber", false], 1, 2, 3, 6, ["Render", false], 4, 7, 5, 8, 9, 10, ]; outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); prev_points = noone; fixed_length = 0; temp_surface = [ surface_create(1, 1), surface_create(1, 1), surface_create(1, 1) ]; surface_blur_init(); static drawOverlay = function(hover, active, _x, _y, _s, _mx, _my, _snx, _sny) { #region var _p1 = getSingleValue(1); var _p2 = getSingleValue(2); var _p1x = _x + _p1[0] * _s; var _p1y = _y + _p1[1] * _s; var _p2x = _x + _p2[0] * _s; var _p2y = _y + _p2[1] * _s; draw_set_color(COLORS._main_accent); draw_line(_p1x, _p1y, _p2x, _p2y); var _hov = false; var hv = inputs[| 1].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv; var hv = inputs[| 2].drawOverlay(hover, active, _x, _y, _s, _mx, _my, _snx, _sny); active &= !hv; _hov |= hv; return _hov; } #endregion static processData = function(_outSurf, _data, _output_index, _array_index) { var _dim = _data[0]; var _pnt1 = _data[1]; var _pnt2 = _data[2]; var _thck = _data[3]; var _colr = _data[4]; var _trac = _data[5]; var _fixl = _data[6]; var _grds = max(1, _data[7]); var _gint = _data[8]; var _grad = _data[9]; var _trcTex = _data[10]; draw_set_circle_precision(32); var _p1x = round(_pnt1[0] - 1); var _p1y = round(_pnt1[1] - 1); var _p2x = round(_pnt2[0] - 1); var _p2y = round(_pnt2[1] - 1); var _dir = point_direction(_p1x, _p1y, _p2x, _p2y); var _cur; if(prev_points == noone || IS_FIRST_FRAME) prev_points = []; if(!is_array(array_safe_get_fast(prev_points, _array_index))) prev_points[_array_index] = []; if(_fixl) { #region var _prevArr = prev_points[_array_index]; if(IS_FIRST_FRAME) fixed_length = point_distance(_pnt1[0], _pnt1[1], _pnt2[0], _pnt2[1]); else if(!array_empty(_prevArr)){ var _prev = _prevArr[array_length(_prevArr) - 1]; var _pr1x = _prev[2][0]; var _pr1y = _prev[2][1]; var _pr2x = _prev[3][0]; var _pr2y = _prev[3][1]; var _dsp = point_distance(_pr1x, _pr1y, _pr2x, _pr2y); var _dsc = point_distance(_p1x, _p1y, _p2x, _p2y); var _ds1 = point_distance(_p1x, _p1y, _pr1x, _pr1y); var _ds2 = point_distance(_p2x, _p2y, _pr2x, _pr2y); var _ds_off = _dsp - _dsc; var _ds_of1 = _ds_off * (_ds1 / (_ds1 + _ds2)); var _ds_of2 = _ds_off * (_ds2 / (_ds1 + _ds2)); var __p2x = _p2x + lengthdir_x(_ds_of2, _dir); var __p2y = _p2y + lengthdir_y(_ds_of2, _dir); var __p1x = _p1x - lengthdir_x(_ds_of1, _dir); var __p1y = _p1y - lengthdir_y(_ds_of1, _dir); _p1x = __p1x; _p1y = __p1y; _p2x = __p2x; _p2y = __p2y; } } #endregion _cur = [[ _p1x, _p1y ], [ _p2x, _p2y ], [ _p1x, _p1y ], [ _p2x, _p2y ]]; if(_thck) { _cur = [ [ _p1x - lengthdir_x(_thck / 2, _dir), _p1y - lengthdir_y(_thck / 2, _dir) ], [ _p2x + lengthdir_x(_thck / 2, _dir), _p2y + lengthdir_y(_thck / 2, _dir) ], [ _p1x, _p1y ], [ _p2x, _p2y ] ]; } for( var i = 0; i < array_length(temp_surface); i++ ) temp_surface[i] = surface_verify(temp_surface[i], _dim[0], _dim[1]); surface_set_target(temp_surface[0]); DRAW_CLEAR draw_set_color(_colr.eval(1)); if(_trac > 0 && CURRENT_FRAME > 0 && prev_points != noone) { #region Trace var _prevArr = prev_points[_array_index]; var _inds = max(0, array_length(_prevArr) - _trac); var useTex = is_surface(_trcTex); if(useTex) draw_primitive_begin_texture(pr_trianglelist, surface_get_texture(_trcTex)); else draw_primitive_begin(pr_trianglelist); for( var i = _inds, n = array_length(_prevArr); i < n; i++ ) { var _prev = _prevArr[i]; var _curr = i + 1 == n? _cur : _prevArr[i + 1]; var _pr1x = ceil(_prev[0][0]); var _pr1y = ceil(_prev[0][1]); var _pr2x = ceil(_prev[1][0]); var _pr2y = ceil(_prev[1][1]); var _pp1x = ceil(_curr[0][0]); var _pp1y = ceil(_curr[0][1]); var _pp2x = ceil(_curr[1][0]); var _pp2y = ceil(_curr[1][1]); var _inx = false;// line_intersect(_pr1x, _pr1y, _pr2x, _pr2y, _pp1x, _pp1y, _pp2x, _pp2y); if(_inx == false) { if(useTex) { var _v0 = (i - _inds + 0) / (n - _inds); var _v1 = (i - _inds + 1) / (n - _inds); draw_vertex_texture(_pr1x, _pr1y, 0, _v0); draw_vertex_texture(_pr2x, _pr2y, 1, _v0); draw_vertex_texture(_pp1x, _pp1y, 0, _v1); draw_vertex_texture(_pr2x, _pr2y, 1, _v0); draw_vertex_texture(_pp1x, _pp1y, 0, _v1); draw_vertex_texture(_pp2x, _pp2y, 1, _v1); } else { draw_vertex(_pr1x, _pr1y); draw_vertex(_pr2x, _pr2y); draw_vertex(_pp1x, _pp1y); draw_vertex(_pr2x, _pr2y); draw_vertex(_pp1x, _pp1y); draw_vertex(_pp2x, _pp2y); } } else { #region circular // disabled var _side = point_distance(_inx[0], _inx[1], _pr1x, _pr1y) < point_distance(_inx[0], _inx[1], _pr2x, _pr2y); var _stp = 8; if(_side == 1) { var _d0 = point_distance( _pr1x, _pr1y, _pr2x, _pr2y); var _d1 = point_distance( _pp1x, _pp1y, _pp2x, _pp2y); var _a0 = point_direction(_pr1x, _pr1y, _pr2x, _pr2y); var _a1 = point_direction(_pp1x, _pp1y, _pp2x, _pp2y); var _i0 = point_distance(_inx[0], _inx[1], _pr1x, _pr1y); var _i1 = point_distance(_inx[0], _inx[1], _pp1x, _pp1y); } else { var _d0 = point_distance( _pr2x, _pr2y, _pr1x, _pr1y); var _d1 = point_distance( _pp2x, _pp2y, _pp1x, _pp1y); var _a0 = point_direction(_pr2x, _pr2y, _pr1x, _pr1y); var _a1 = point_direction(_pp2x, _pp2y, _pp1x, _pp1y); var _i0 = point_distance(_inx[0], _inx[1], _pr2x, _pr2y); var _i1 = point_distance(_inx[0], _inx[1], _pp2x, _pp2y); } var _od, _oa, _oi; var _nd, _na, _ni; var __r1x, __r1y, __r2x, __r2y; var __p1x, __p1y, __p2x, __p2y; for( var j = 0; j <= _stp; j++ ) { _nd = lerp(_d0, _d1, j / _stp); _na = lerp_float_angle(_a0, _a1, j / _stp); _ni = lerp(_i0, _i1, j / _stp); if(j) { __r1x = _inx[0] + lengthdir_x(_oi, _oa); __r1y = _inx[1] + lengthdir_y(_oi, _oa); __r2x = _inx[0] + lengthdir_x(_oi + _od, _oa); __r2y = _inx[1] + lengthdir_y(_oi + _od, _oa); __p1x = _inx[0] + lengthdir_x(_ni, _na); __p1y = _inx[1] + lengthdir_y(_ni, _na); __p2x = _inx[0] + lengthdir_x(_ni + _nd, _na); __p2y = _inx[1] + lengthdir_y(_ni + _nd, _na); draw_vertex(ceil(__r1x), ceil(__r1y)); draw_vertex(ceil(__r2x), ceil(__r2y)); draw_vertex(ceil(__p1x), ceil(__p1y)); draw_vertex(ceil(__r2x), ceil(__r2y)); draw_vertex(ceil(__p1x), ceil(__p1y)); draw_vertex(ceil(__p2x), ceil(__p2y)); } _od = _nd; _oa = _na; _oi = _ni; } } #endregion } draw_primitive_end(); } #endregion if(_thck == 1) { draw_set_color(_colr.eval(1)); draw_line(_p1x, _p1y, _p2x, _p2y); } else { for( var i = _thck; i > 0; i -= _grds ) { draw_set_color(_colr.eval((i - 1) / (_thck - 1))); draw_line_round(_p1x, _p1y, _p2x, _p2y, i); } } surface_reset_target(); if(_gint > 0) { #region surface_set_target(temp_surface[1]); draw_clear(c_black); draw_surface_safe(temp_surface[0]); surface_reset_target(); temp_surface[2] = surface_apply_gaussian(temp_surface[1], _grad, false, 0, 1); } #endregion surface_set_target(_outSurf); #region DRAW_CLEAR if(_gint > 0) { BLEND_OVERRIDE shader_set(sh_mk_saber_glow); shader_set_color("color", _colr.eval(1)); shader_set_f("intensity", _gint); draw_surface_safe(temp_surface[2]); shader_reset(); } BLEND_ALPHA_MULP draw_surface_safe(temp_surface[0]); BLEND_NORMAL surface_reset_target(); #endregion array_push(prev_points[_array_index], _cur); return _outSurf; } }