function Node_VFX_Renderer(_x, _y, _group = -1) : Node(_x, _y, _group) constructor { name = "Renderer"; inputs[| 0] = nodeValue(0, "Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, def_surf_size2) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue(1, "Round position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true ); inputs[| 2] = nodeValue(2, "Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Normal", "Additive" ]); input_index = ds_list_size(inputs); static createNewInput = function() { var index = ds_list_size(inputs); inputs[| index] = nodeValue( index, "Particles", self, JUNCTION_CONNECT.input, VALUE_TYPE.object, noone ) .setVisible(true, true); } if(!LOADING && !APPENDING) createNewInput(); outputs[| 0] = nodeValue(0, "Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, PIXEL_SURFACE); static updateValueFrom = function(index) { if(index < input_index) return; if(LOADING || APPENDING) return; var _l = ds_list_create(); for( var i = 0; i < ds_list_size(inputs); i++ ) { if(i < input_index || 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(); } function update(_time = ANIMATOR.current_frame) { var _dim = inputs[| 0].getValue(_time); var _exact = inputs[| 1].getValue(_time); var _blend = inputs[| 2].getValue(_time); var _outSurf = outputs[| 0].getValue(); if(is_surface(_outSurf)) surface_size_to(_outSurf, _dim[0], _dim[1]); else { _outSurf = surface_create_valid(_dim[0], _dim[1]); outputs[| 0].setValue(_outSurf); } surface_set_target(_outSurf); draw_clear_alpha(c_white, 0); switch(_blend) { case PARTICLE_BLEND_MODE.normal : gpu_set_blendmode(bm_normal); break; case PARTICLE_BLEND_MODE.additive : gpu_set_blendmode(bm_add); break; } for( var i = input_index; i < ds_list_size(inputs) - 1; i++ ) { var parts = inputs[| i].getValue(_time); if(!ds_exists(parts, ds_type_list)) continue; for(var j = 0; j < ds_list_size(parts); j++) { if(!parts[| j].active) continue; parts[| j].draw(_exact); } } gpu_set_blendmode(bm_normal); surface_reset_target(); cacheCurrentFrame(_outSurf); } static postDeserialize = function() { var _inputs = load_map[? "inputs"]; for(var i = input_index; i < ds_list_size(_inputs); i++) createNewInput(); } }