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[| 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" ]); 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 + 0); array_push(input_display_list, input_len + 1, input_len + 2); def_surface = -1; 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.setFrame(-1); } #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 onStep = function() { #region var _dim = getInputData(input_len + 0); var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); outputs[| 0].setValue(_outSurf); } #endregion static onUpdate = function(frame = CURRENT_FRAME) { #region var _dim = getInputData(input_len + 0); var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); outputs[| 0].setValue(_outSurf); if(CURRENT_FRAME == 0) { reset(); reLoop(); } runVFX(CURRENT_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 _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); //print($"===== Drawing frame {_time} ====="); for(var i = 0; i < attributes.part_amount; i++) { if(!parts[i].active) continue; //print($" > Draw part {i} = ({parts[i].x}, {parts[i].y})"); parts[i].draw(_exact, surf_w, surf_h); } BLEND_NORMAL; surface_reset_shader(); if(PROJECT.animator.is_playing) { //print($"Cache frame {CURRENT_FRAME}"); cacheCurrentFrame(_outSurf); } } #endregion }