function Node_VFX_Renderer(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Renderer"; color = COLORS.node_blend_vfx; icon = THEME.vfx; use_cache = CACHE_USE.auto; manual_ungroupable = false; inputs[| 0] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF) .setDisplay(VALUE_DISPLAY.vector); inputs[| 1] = nodeValue("Round position", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Round position to the closest integer value to avoid jittering.") .rejectArray(); inputs[| 2] = nodeValue("Render Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, PARTICLE_RENDER_TYPE.surface ) .setDisplay(VALUE_DISPLAY.enum_button, [ "Surface", "Line" ]) .rejectArray(); inputs[| 3] = nodeValue("Line life", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4 ) .rejectArray(); input_display_list = [ ["Output", false], 0, ["Rendering", false], 1, 2, 3, ]; setIsDynamicInput(2); attribute_surface_depth(); attribute_interpolation(); static createNewInput = function() { #region var index = ds_list_size(inputs); inputs[| index + 0] = nodeValue("Blend mode", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Normal", "Alpha", "Additive" ]) .rejectArray(); inputs[| index + 1] = nodeValue("Particles", self, JUNCTION_CONNECT.input, VALUE_TYPE.particle, noone ) .setVisible(true, true); array_push(input_display_list, ["Particle", false], index + 0, index + 1); } if(!LOADING && !APPENDING) createNewInput(); #endregion outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); insp2UpdateTooltip = "Clear cache"; insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ]; static onInspector2Update = function() { clearCache(); } static refreshDynamicInput = function() { #region var _l = ds_list_create(); var _disp = []; for( var i = 0; i < input_display_len; i++ ) array_push(_disp, input_display_list[i]); for( var i = 0; i < input_fix_len; i++ ) ds_list_add(_l, inputs[| i]); for( var i = input_fix_len; i < ds_list_size(inputs); i += data_length ) { if(!inputs[| i + 1].value_from) continue; ds_list_add(_l, inputs[| i + 0]); ds_list_add(_l, inputs[| i + 1]); array_push(_disp, ["Particle", false], i + 0, i + 1); } for( var i = 0; i < ds_list_size(_l); i++ ) _l[| i].index = i; ds_list_destroy(inputs); inputs = _l; input_display_list = _disp; createNewInput(); } #endregion static onValueFromUpdate = function(index) { #region if(index < input_fix_len) return; if(LOADING || APPENDING) return; refreshDynamicInput(); } #endregion static step = function() { #region var _dim = getInputData(0); var _typ = getInputData(2); inputs[| 3].setVisible(_typ == PARTICLE_RENDER_TYPE.line); var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); outputs[| 0].setValue(_outSurf); if(previewing && is_instanceof(group, Node_VFX_Group)) group.preview_node = self; } #endregion static update = function(_time = CURRENT_FRAME) { #region if(!IS_PLAYING) { recoverCache(); return; } var _dim = inputs[| 0].getValue(_time); var _exact = inputs[| 1].getValue(_time); var _type = inputs[| 2].getValue(_time); var _llife = inputs[| 3].getValue(_time); var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth()); outputs[| 0].setValue(_outSurf); var surf_w = surface_get_width_safe(_outSurf); var surf_h = surface_get_height_safe(_outSurf); surface_set_shader(_outSurf, _type == PARTICLE_RENDER_TYPE.surface? sh_sample : noone); if(_type == PARTICLE_RENDER_TYPE.surface) shader_set_interpolation(_outSurf); for( var i = input_fix_len; i < ds_list_size(inputs) - 1; i += data_length ) { var blend = inputs[| i + 0].getValue(_time); var parts = inputs[| i + 1].getValue(_time); 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; } if(!is_array(parts) || array_length(parts) == 0) continue; if(!is_array(parts[0])) parts = [ parts ]; for(var j = 0; j < array_length(parts); j++) for(var k = 0; k < array_length(parts[j]); k++) { parts[j][k].render_type = _type; parts[j][k].line_draw = _llife; if(parts[j][k].active || _type) parts[j][k].draw(_exact, surf_w, surf_h); } } BLEND_NORMAL; surface_reset_shader(); cacheCurrentFrame(_outSurf); } #endregion getPreviewingNode = VFX_PREVIEW_NODE; }