function Node_Trail(_x, _y, _group = noone) : Node(_x, _y, _group) constructor { name = "Trail"; use_cache = true; shader1 = sh_trail_filler_pass1; uni_dimension = shader_get_uniform(shader1, "dimension"); uni_mode = shader_get_uniform(shader1, "mode"); uni_range = shader_get_uniform(shader1, "range"); uni_colr = shader_get_uniform(shader1, "matchColor"); uni_blend = shader_get_uniform(shader1, "blendColor"); uni_seg_st = shader_get_uniform(shader1, "segmentStart"); uni_seg_sz = shader_get_uniform(shader1, "segmentSize"); uni_sam_prev = shader_get_sampler_index(shader1, "prevFrame"); shader2 = sh_trail_filler_pass2; uni2_dimension = shader_get_uniform(shader2, "dimension"); inputs[| 0] = nodeValue("Surface in", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, 0); inputs[| 1] = nodeValue("Max life", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 5); inputs[| 2] = nodeValue("Loop", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, false); inputs[| 3] = nodeValue("Max distance", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, -1, "Maximum distance to search for movement, set to -1 to search the entire image."); inputs[| 4] = nodeValue("Match color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Make trail track pixels of the same color, instead of the closet pixels."); inputs[| 5] = nodeValue("Blend color", self, JUNCTION_CONNECT.input, VALUE_TYPE.boolean, true, "Blend color between two pixel smoothly."); inputs[| 6] = nodeValue("Alpha over life", self, JUNCTION_CONNECT.input, VALUE_TYPE.curve, CURVE_DEF_11); outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); outputs[| 1] = nodeValue("Trail UV", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone); input_display_list = [ ["Output", true], 0, ["Trail settings", false], 1, 2, ["Tracking", false], 3, 4, 5, ["Modification", false], 6, ]; temp_surface = [ surface_create(1, 1), surface_create(1, 1), surface_create(1, 1) ]; attribute_surface_depth(); static step = function() { var _colr = inputs[| 4].getValue(); inputs[| 5].setVisible(!_colr); } static update = function() { if(!inputs[| 0].value_from) return; var _surf = inputs[| 0].getValue(); var _life = inputs[| 1].getValue(); var _loop = inputs[| 2].getValue(); if(!is_real(_loop)) _loop = false; var _rang = inputs[| 3].getValue(); var _colr = inputs[| 4].getValue(); var _blend = inputs[| 5].getValue(); var _alpha = inputs[| 6].getValue(); var cDep = attrDepth(); if(!is_surface(_surf)) return; cacheCurrentFrame(_surf); for( var i = 0, n = array_length(temp_surface); i < n; i++ ) { temp_surface[i] = surface_verify(temp_surface[i], surface_get_width(_surf), surface_get_height(_surf), cDep); surface_set_target(temp_surface[i]); DRAW_CLEAR surface_reset_target(); } var _outSurf = outputs[| 0].getValue(); _outSurf = surface_verify(_outSurf, surface_get_width(_surf), surface_get_height(_surf), cDep); outputs[| 0].setValue(_outSurf); var _outUV = outputs[| 1].getValue(); _outUV = surface_verify(_outUV, surface_get_width(_surf), surface_get_height(_surf), cDep); outputs[| 1].setValue(_outUV); var curf = PROJECT.animator.current_frame; var frame_amo = _loop? _life : min(_life, curf); var st_frame = curf - frame_amo; for(var i = 0; i <= frame_amo; i++) { var frame_idx = st_frame + i; var prog = (frame_idx - (curf - _life)) / _life; if(_loop && frame_idx < 0) frame_idx = PROJECT.animator.frames_total + frame_idx; var prev = _loop? safe_mod(frame_idx - 1 + PROJECT.animator.frames_total, PROJECT.animator.frames_total) : frame_idx - 1; var _prevFrame = getCacheFrame(prev); var _currFrame = getCacheFrame(frame_idx); if(!is_surface(_currFrame)) continue; if(!is_surface(_prevFrame)) { surface_set_target(temp_surface[0]); draw_surface_safe(_currFrame, 0, 0); surface_reset_target(); surface_set_target(temp_surface[2]); draw_surface_safe(_currFrame, 0, 0); surface_reset_target(); continue; } shader_set(shader1); shader_set_uniform_f(uni_dimension, surface_get_width(_surf), surface_get_height(_surf)); shader_set_uniform_f(uni_range, _rang? _rang : surface_get_width(_surf) / 2); shader_set_uniform_i(uni_colr, _colr); shader_set_uniform_i(uni_blend, _blend); shader_set_uniform_f(uni_seg_st, (frame_amo - i) / frame_amo); shader_set_uniform_f(uni_seg_sz, 1 / frame_amo); texture_set_stage(uni_sam_prev, surface_get_texture(_prevFrame)); shader_set_uniform_i(uni_mode, 1); surface_set_target(temp_surface[0]); draw_surface_safe(_currFrame, 0, 0); surface_reset_target(); shader_set_uniform_i(uni_mode, 0); surface_set_target(temp_surface[2]); draw_surface_safe(_currFrame, 0, 0); surface_reset_target(); shader_reset(); } surface_set_target(temp_surface[1]); shader_set(shader2); shader_set_uniform_f(uni2_dimension, surface_get_width(_surf), surface_get_height(_surf)); draw_surface_safe(temp_surface[0], 0, 0); shader_reset(); surface_reset_target(); surface_set_target(_outUV); DRAW_CLEAR BLEND_ALPHA; draw_surface_safe(temp_surface[1], 0, 0); BLEND_NORMAL; surface_reset_target(); surface_set_target(_outSurf); DRAW_CLEAR BLEND_ALPHA; draw_surface_safe(temp_surface[2], 0, 0); BLEND_NORMAL; surface_reset_target(); } }