Pixel-Composer/scripts/__node_shader/__node_shader.gml

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enum SHADER_UNIFORM {
integer,
float,
color,
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texture,
}
function addShaderProp(_type = undefined, _key = undefined) {
INLINE
var _ind = ds_list_size(inputs) - 1;
shader_data[_ind] = _type == undefined? 0 : { type: _type, key: _key };
}
function Node_Shader(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "";
shader = noone;
shader_data = [];
outputs[| 0] = nodeValue("Surface out", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone);
static setShader = function(_data) { #region
for( var i = 0, n = array_length(shader_data); i < n; i++ ) {
var _dat = shader_data[i];
if(_dat == 0) continue;
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var _inp = inputs[| i];
switch(_dat.type) {
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case SHADER_UNIFORM.integer : shader_set_i(_dat.key, _data[i]); break;
case SHADER_UNIFORM.float :
if(struct_has(_inp.attributes, "mapped") && _inp.attributes.mapped)
shader_set_f_map(_dat.key, _data[i], _data[_inp.attributes.map_index], _inp);
else
shader_set_f(_dat.key, _data[i]);
break;
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case SHADER_UNIFORM.color : shader_set_color(_dat.key, _data[i]); break;
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case SHADER_UNIFORM.texture : shader_set_surface(_dat.key, _data[i]); break;
}
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}
} #endregion
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static processData = function(_outSurf, _data, _output_index, _array_index) { return _outSurf; }
}