Pixel-Composer/scripts/node_particle/node_particle.gml

150 lines
No EOL
4.9 KiB
Text

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] = nodeValue("Spawn area", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, DEF_AREA_REF )
.rejectArray()
.setUnitRef(onSurfaceSize, VALUE_UNIT.reference)
.setDisplay(VALUE_DISPLAY.area, { onSurfaceSize });
inputs[| input_len + 0] = nodeValue("Output dimension", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, DEF_SURF)
.rejectArray()
.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" ]);
inputs[| input_len + 3] = nodeValue("Background", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone )
.rejectArray();
inputs[| input_len + 4] = nodeValue("Render Type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, PARTICLE_RENDER_TYPE.surface )
.setDisplay(VALUE_DISPLAY.enum_button, [ "Surface", "Line" ])
.rejectArray();
inputs[| input_len + 5] = nodeValue("Line life", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 4 )
.rejectArray()
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 + 3, input_len + 0);
array_push( input_display_list, input_len + 1, input_len + 2);
array_insert_before( input_display_list, 21, [ input_len + 4, input_len + 5 ]);
def_surface = -1;
curr_dimension = [ 0, 0 ];
render_amount = 0;
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_fast(_dim, 0, 1), array_safe_get_fast(_dim, 1, 1), attrDepth());
outputs[| 0].setValue(_outSurf);
}
if(PROJECT.animator.is_playing)
PROJECT.animator.firstFrame();
} #endregion
static reLoop = function() { #region
var _loop = getInputData(21);
var _type = getInputData(input_len + 4);
if(!_loop) return;
for(var i = 0; i < TOTAL_FRAMES; i++) {
runVFX(i, _type);
updateParticleForward();
}
seed = getInputData(32);
} #endregion
static onStep = function() { #region
var _dim = getInputData(input_len + 0);
var _typ = getInputData(input_len + 4);
inputs[| input_len + 5].setVisible(_typ == PARTICLE_RENDER_TYPE.line);
if(curr_dimension[0] != _dim[0] || curr_dimension[1] != _dim[1]) {
clearCache();
curr_dimension[0] = _dim[0];
curr_dimension[1] = _dim[1];
}
} #endregion
static onUpdate = function(frame = CURRENT_FRAME) { #region
var _inSurf = getInputData(0);
var _dim = getInputData(input_len + 0);
var _bg = getInputData(input_len + 3);
var _outSurf = outputs[| 0].getValue();
if(is_surface(_bg)) _dim = surface_get_dimension(_bg)
_outSurf = surface_verify(_outSurf, _dim[0], _dim[1], attrDepth());
render_amount = 0;
outputs[| 0].setValue(_outSurf);
if(IS_FIRST_FRAME) {
reset();
if(IS_PLAYING) reLoop();
}
if(IS_PLAYING) runVFX(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 _bg = inputs[| input_len + 3].getValue(_time);
var _type = inputs[| input_len + 4].getValue(_time);
var _llife = inputs[| input_len + 5].getValue(_time);
var _outSurf = outputs[| 0].getValue();
if(is_surface(_bg)) _dim = surface_get_dimension(_bg)
surface_set_shader(_outSurf, _type == PARTICLE_RENDER_TYPE.surface? sh_sample : noone);
if(is_surface(_bg)) draw_surface_safe(_bg);
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(_type == PARTICLE_RENDER_TYPE.surface)
shader_set_interpolation(_outSurf);
for(var i = 0; i < attributes.part_amount; i++) {
parts[i].render_type = _type;
parts[i].line_draw = _llife;
if(parts[i].active || _type) parts[i].draw(_exact, _dim[0], _dim[1]);
}
surface_reset_shader();
if(PROJECT.animator.is_playing)
cacheCurrentFrame(_outSurf);
} #endregion
}