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(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 _a = inputs[| 1].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); active &= _a; var _a = inputs[| 2].drawOverlay(active, _x, _y, _s, _mx, _my, _snx, _sny); active &= _a; } #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 || CURRENT_FRAME == 0) prev_points = []; if(!is_array(array_safe_get(prev_points, _array_index))) prev_points[_array_index] = []; if(_fixl) { #region var _prevArr = prev_points[_array_index]; if(CURRENT_FRAME == 0) 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 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 ] ]; } else _cur = [[ _p1x, _p1y ], [ _p2x, _p2y ], [ _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 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 = _prev[0][0]; var _pr1y = _prev[0][1]; var _pr2x = _prev[1][0]; var _pr2y = _prev[1][1]; var _pp1x = _curr[0][0]; var _pp1y = _curr[0][1]; var _pp2x = _curr[1][0]; var _pp2y = _curr[1][1]; if(useTex) { var _v0 = (i - _inds + 0) / (n - _inds); var _v1 = (i - _inds + 1) / (n - _inds); draw_vertex_texture(ceil(_pr1x), ceil(_pr1y), 0, _v0); draw_vertex_texture(ceil(_pr2x), ceil(_pr2y), 1, _v0); draw_vertex_texture(ceil(_pp1x), ceil(_pp1y), 0, _v1); draw_vertex_texture(ceil(_pr2x), ceil(_pr2y), 1, _v0); draw_vertex_texture(ceil(_pp1x), ceil(_pp1y), 0, _v1); draw_vertex_texture(ceil(_pp2x), ceil(_pp2y), 1, _v1); } else { draw_vertex(ceil(_pr1x), ceil(_pr1y)); draw_vertex(ceil(_pr2x), ceil(_pr2y)); draw_vertex(ceil(_pp1x), ceil(_pp1y)); draw_vertex(ceil(_pr2x), ceil(_pr2y)); draw_vertex(ceil(_pp1x), ceil(_pp1y)); draw_vertex(ceil(_pp2x), ceil(_pp2y)); } } 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(temp_surface[0], 0, 0); surface_reset_target(); temp_surface[2] = surface_apply_gaussian(temp_surface[1], _grad, false, 0, 1); } #endregion surface_set_target(_outSurf); 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(temp_surface[2], 0, 0); shader_reset(); } BLEND_ALPHA_MULP draw_surface(temp_surface[0], 0, 0); BLEND_NORMAL surface_reset_target(); array_push(prev_points[_array_index], _cur); return _outSurf; } }