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; newInput(0, nodeValue_Vec2("Output dimension", self, DEF_SURF )); newInput(1, nodeValue_Bool("Round position", self, true, "Round position to the closest integer value to avoid jittering.")) .rejectArray(); newInput(2, nodeValue_Enum_Button("Render Type", self, PARTICLE_RENDER_TYPE.surface , [ "Surface", "Line" ])) .rejectArray(); newInput(3, nodeValue_Int("Line life", self, 4 )) .rejectArray(); input_display_list = [ ["Output", false], 0, ["Rendering", false], 1, 2, 3, ]; attribute_surface_depth(); attribute_interpolation(); static createNewInput = function() { var index = array_length(inputs); newInput(index + 0, nodeValue_Enum_Scroll("Blend mode", self, 0 , [ "Normal", "Alpha", "Additive" ])) .rejectArray(); newInput(index + 1, nodeValue_Particle("Particles", self, noone )) .setVisible(true, true); array_push(input_display_list, ["Particle", false], index + 0, index + 1); return inputs[index + 1]; } setDynamicInput(2, true, VALUE_TYPE.particle); dyna_input_check_shift = 1; outputs[0] = nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone); insp2UpdateTooltip = "Clear cache"; insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ]; static onInspector2Update = function() { clearCache(); } static step = function() { #region var _typ = getInputData(2); inputs[3].setVisible(_typ == PARTICLE_RENDER_TYPE.line); 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 < array_length(inputs); 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++) { var part = parts[j]; for(var k = 0; k < array_length(part); k++) { var _part = part[k]; _part.render_type = _type; _part.line_draw = _llife; if(_part.active || _type) _part.draw(_exact, surf_w, surf_h); } } } BLEND_NORMAL; surface_reset_shader(); cacheCurrentFrame(_outSurf); } #endregion getPreviewingNode = VFX_PREVIEW_NODE; }