mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-27 07:26:33 +01:00
142 lines
No EOL
4.3 KiB
Text
142 lines
No EOL
4.3 KiB
Text
function Node_Particle(_x, _y, _group = noone) : Node_VFX_Spawner_Base(_x, _y, _group) constructor {
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name = "Particle";
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use_cache = CACHE_USE.auto;
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onSurfaceSize = function() {
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var _inp = getInputData(input_len, DEF_SURF);
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return [ _inp[0], _inp[1] ];
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};
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newInput(input_len + 0, nodeValue_Vec2("Output dimension", self, DEF_SURF));
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newInput(input_len + 1, nodeValue_Bool("Round position", self, true, "Round position to the closest integer value to avoid jittering."));
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newInput(input_len + 2, nodeValue_Enum_Scroll("Blend mode", self, 0 , [ "Normal", "Alpha", "Additive" ]));
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newInput(input_len + 3, nodeValue_Surface("Background", self));
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newInput(input_len + 4, nodeValue_Enum_Button("Render Type", self, PARTICLE_RENDER_TYPE.surface , [ "Surface", "Line" ]));
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newInput(input_len + 5, nodeValue_Int("Line life", self, 4 ));
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inputs[3].setUnitRef(onSurfaceSize, VALUE_UNIT.reference);
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inputs[3].setDefValue( DEF_AREA_REF );
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newOutput(0, nodeValue_Output("Surface out", self, VALUE_TYPE.surface, noone));
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for(var i = input_len, n = array_length(inputs); i < n; i++) inputs[i].rejectArray();
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attribute_surface_depth();
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attribute_interpolation();
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array_insert( input_display_list, 0, ["Output", true], input_len + 3, input_len + 0);
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array_push( input_display_list, input_len + 1, input_len + 2);
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array_insert_before( input_display_list, 21, [ input_len + 4, input_len + 5 ]);
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def_surface = -1;
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curr_dimension = [ 0, 0 ];
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render_amount = 0;
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insp2UpdateTooltip = "Clear cache";
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insp2UpdateIcon = [ THEME.cache, 0, COLORS._main_icon ];
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static onInspector2Update = function() { clearCache(); }
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static onValueUpdate = function(index = 0) {
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if(index == input_len + 0) {
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var _dim = getInputData(input_len + 0);
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var _outSurf = outputs[0].getValue();
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_outSurf = surface_verify(_outSurf, array_safe_get_fast(_dim, 0, 1), array_safe_get_fast(_dim, 1, 1), attrDepth());
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outputs[0].setValue(_outSurf);
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}
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if(IS_PLAYING) clearCache();
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}
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static reLoop = function() {
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var _loop = getInputData(21);
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var _type = getInputData(input_len + 4);
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if(!_loop) return;
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for(var i = 0; i < TOTAL_FRAMES; i++) {
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runVFX(i, _type);
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updateParticleForward();
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}
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seed = getInputData(32);
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}
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static onStep = function() {
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var _dim = getInputData(input_len + 0);
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var _typ = getInputData(input_len + 4);
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inputs[input_len + 5].setVisible(_typ == PARTICLE_RENDER_TYPE.line);
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if(curr_dimension[0] != _dim[0] || curr_dimension[1] != _dim[1]) {
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clearCache();
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curr_dimension[0] = _dim[0];
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curr_dimension[1] = _dim[1];
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}
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}
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static onUpdate = function(frame = CURRENT_FRAME) {
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var _inSurf = getInputData(0);
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var _dim = getInputData(input_len + 0);
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var _bg = getInputData(input_len + 3);
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var _outSurf = outputs[0].getValue();
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if(is_surface(_bg)) _dim = surface_get_dimension(_bg)
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_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
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render_amount = 0;
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outputs[0].setValue(_outSurf);
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if(IS_FIRST_FRAME) {
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reset();
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if(IS_PLAYING) reLoop();
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}
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if(IS_PLAYING) runVFX(frame);
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}
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function render(_time = CURRENT_FRAME) {
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var _dim = inputs[input_len + 0].getValue(_time);
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var _exact = inputs[input_len + 1].getValue(_time);
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var _blend = inputs[input_len + 2].getValue(_time);
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var _bg = inputs[input_len + 3].getValue(_time);
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var _type = inputs[input_len + 4].getValue(_time);
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var _llife = inputs[input_len + 5].getValue(_time);
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var _outSurf = outputs[0].getValue();
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if(is_surface(_bg)) _dim = surface_get_dimension(_bg)
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surface_set_shader(_outSurf, _type == PARTICLE_RENDER_TYPE.surface? sh_sample : noone);
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if(is_surface(_bg)) draw_surface_safe(_bg);
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switch(_blend) {
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case PARTICLE_BLEND_MODE.normal: BLEND_NORMAL; break;
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case PARTICLE_BLEND_MODE.alpha: BLEND_ALPHA; break;
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case PARTICLE_BLEND_MODE.additive: BLEND_ADD; break;
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}
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if(_type == PARTICLE_RENDER_TYPE.surface)
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shader_set_interpolation(_outSurf);
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for(var i = 0; i < attributes.part_amount; i++) {
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parts[i].render_type = _type;
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parts[i].line_draw = _llife;
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if(parts[i].active || _type) parts[i].draw(_exact, _dim[0], _dim[1]);
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}
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surface_reset_shader();
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if(PROJECT.animator.is_playing)
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cacheCurrentFrame(_outSurf);
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}
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} |