GLSL node now use HLSL

This commit is contained in:
Tanasart 2023-09-08 14:51:05 +02:00
parent 29d85de951
commit 4668cde2fd
10 changed files with 64 additions and 98 deletions

View file

@ -171,7 +171,6 @@
{"name":"color picker","order":56,"path":"folders/shader/color picker.yy",},
{"name":"color selector","order":51,"path":"folders/shader/color selector.yy",},
{"name":"draw","order":39,"path":"folders/shader/draw.yy",},
{"name":"dummy","order":57,"path":"folders/shader/dummy.yy",},
{"name":"filter","order":30,"path":"folders/shader/filter.yy",},
{"name":"color","order":53,"path":"folders/shader/filter/color.yy",},
{"name":"shadow caster","order":46,"path":"folders/shader/filter/shadow caster.yy",},

View file

@ -205,7 +205,6 @@
{"resourceType":"GMFolder","resourceVersion":"1.0","name":"color picker","folderPath":"folders/shader/color picker.yy",},
{"resourceType":"GMFolder","resourceVersion":"1.0","name":"color selector","folderPath":"folders/shader/color selector.yy",},
{"resourceType":"GMFolder","resourceVersion":"1.0","name":"draw","folderPath":"folders/shader/draw.yy",},
{"resourceType":"GMFolder","resourceVersion":"1.0","name":"dummy","folderPath":"folders/shader/dummy.yy",},
{"resourceType":"GMFolder","resourceVersion":"1.0","name":"filter","folderPath":"folders/shader/filter.yy",},
{"resourceType":"GMFolder","resourceVersion":"1.0","name":"color","folderPath":"folders/shader/filter/color.yy",},
{"resourceType":"GMFolder","resourceVersion":"1.0","name":"shadow caster","folderPath":"folders/shader/filter/shadow caster.yy",},
@ -1127,7 +1126,6 @@
{"id":{"name":"s_node_pack_sprite","path":"sprites/s_node_pack_sprite/s_node_pack_sprite.yy",},},
{"id":{"name":"surface_valid","path":"scripts/surface_valid/surface_valid.yy",},},
{"id":{"name":"steam_ugc_collection","path":"scripts/steam_ugc_collection/steam_ugc_collection.yy",},},
{"id":{"name":"sh_dummy_0","path":"shaders/sh_dummy_0/sh_dummy_0.yy",},},
{"id":{"name":"sh_blur_zoom","path":"shaders/sh_blur_zoom/sh_blur_zoom.yy",},},
{"id":{"name":"node_VFX_renderer","path":"scripts/node_VFX_renderer/node_VFX_renderer.yy",},},
{"id":{"name":"s_node_pb_fx_stack","path":"sprites/s_node_pb_fx_stack/s_node_pb_fx_stack.yy",},},

View file

@ -82,6 +82,7 @@ function __3dObject() constructor {
}
}
vertex_end(_buffer);
vertex_freeze(_buffer);
return _buffer;
} #endregion

View file

@ -6,17 +6,18 @@ var reserved = ["and", "break", "do", "else", "elseif", "end", "false",
for( var i = 0, n = array_length(reserved); i < n; i++ )
global.lua_reserved[? reserved[i]] = 1;
global.CODE_BREAK_TOKEN = [" ", "(", ")", "[", "]", "{", "}", ",", ";", "+", "-", "*", "/", "^", "="];
function token_splice(str) {
var st = [];
var ss = str;
var sp;
var cc;
var tk = [" ", "(", ")", "[", "]", "{", "}", ",", ";", "+", "-", "*", "/", "^", "="];
do {
sp = 999999;
for( var i = 0, n = array_length(tk); i < n; i++ ) {
var _pos = string_pos(tk[i], ss);
for( var i = 0, n = array_length(global.CODE_BREAK_TOKEN); i < n; i++ ) {
var _pos = string_pos(global.CODE_BREAK_TOKEN[i], ss);
if(_pos != 0) sp = min(sp, _pos);
}

View file

@ -1,3 +1,30 @@
#region vb
vertex_format_begin();
vertex_format_add_position();
vertex_format_add_color();
vertex_format_add_texcoord();
global.HLSL_VB_FORMAT = vertex_format_end();
global.HLSL_VB = vertex_create_buffer();
vertex_begin(global.HLSL_VB, global.HLSL_VB_FORMAT);
vertex_position(global.HLSL_VB, 0, 0);
vertex_color(global.HLSL_VB, c_white, 1);
vertex_texcoord(global.HLSL_VB, 0, 0);
vertex_position(global.HLSL_VB, 0, 1);
vertex_color(global.HLSL_VB, c_white, 1);
vertex_texcoord(global.HLSL_VB, 0, 1);
vertex_position(global.HLSL_VB, 1, 0);
vertex_color(global.HLSL_VB, c_white, 1);
vertex_texcoord(global.HLSL_VB, 1, 0);
vertex_position(global.HLSL_VB, 1, 1);
vertex_color(global.HLSL_VB, c_white, 1);
vertex_texcoord(global.HLSL_VB, 1, 1);
vertex_end(global.HLSL_VB);
#endregion
function Node_HLSL(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
name = "HLSL";
shader = { vs: -1, fs: -1 };
@ -7,8 +34,8 @@ function Node_HLSL(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) cons
.rejectArray();
inputs[| 1] = nodeValue("Fragment", self, JUNCTION_CONNECT.input, VALUE_TYPE.text,
@"float4 combinedColour = gm_BaseTextureObject.Sample(gm_BaseTexture, input.uv);
return combinedColour;")
@"float4 surfaceColor = gm_BaseTextureObject.Sample(gm_BaseTexture, input.uv);
output.color = surfaceColor;")
.setDisplay(VALUE_DISPLAY.codeHLSL)
.rejectArray();
@ -61,7 +88,7 @@ cbuffer Matrices : register(b0) {
struct VertexShaderInput {
float3 pos : POSITION;
float4 color : COLOR0;
float3 color : COLOR0;
float2 uv : TEXCOORD0;
};
@ -70,13 +97,9 @@ struct VertexShaderOutput {
float2 uv : TEXCOORD0;
};
VertexShaderOutput main(VertexShaderInput input) {
VertexShaderOutput output;
void main(in VertexShaderInput input, out VertexShaderOutput output) {
output.pos = mul(gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION], float4(input.pos, 1.0f));
output.uv = input.uv;
return output;
}";
file_text_write_all(_dir + "vout.shader", vs);
@ -84,10 +107,14 @@ VertexShaderOutput main(VertexShaderInput input) {
Texture2D gm_BaseTextureObject : register(t0);
SamplerState gm_BaseTexture : register(s0);
struct PixelShaderInput {
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
struct PixelShaderOutput {
float4 color : SV_Target0;
};
"
var fs_param = "";
var sampler_slot = 1;
@ -111,18 +138,18 @@ struct PixelShaderInput {
}
}
var fs_pos = "float4 main(PixelShaderInput input) : SV_TARGET {" + fs + "}";
var fs_pos = "\nvoid main(in VertexShaderOutput input, out PixelShaderOutput output) {\n" + fs + "\n}";
fs = fs_pre + fs_param + fs_pos;
file_text_write_all(_dir + "fout.shader", fs);
shader.vs = d3d11_shader_compile_vs(_dir + "vout.shader", "main", "vs_4_0");
if (!d3d11_shader_exists(shader.vs))
print(d3d11_get_error_string());
noti_warning(d3d11_get_error_string());
shader.fs = d3d11_shader_compile_ps(_dir + "fout.shader", "main", "ps_4_0");
if (!d3d11_shader_exists(shader.fs))
print(d3d11_get_error_string());
noti_warning(d3d11_get_error_string());
}
static onValueUpdate = function(index) {
@ -132,6 +159,7 @@ struct PixelShaderInput {
static processData = function(_output, _data, _output_index, _array_index = 0) {
var _surf = _data[2];
if(!is_surface(_surf)) return;
_output = surface_verify(_output, surface_get_width(_surf), surface_get_height(_surf));
surface_set_target(_output);
@ -158,7 +186,9 @@ struct PixelShaderInput {
}
}
draw_surface_safe(_surf);
matrix_set(matrix_world, matrix_build(0, 0, 0, 0, 0, 0, surface_get_width(_surf), surface_get_height(_surf), 1));
vertex_submit(global.HLSL_VB, pr_trianglestrip, surface_get_texture(_surf));
matrix_set(matrix_world, matrix_build_identity());
d3d11_shader_override_vs(-1);
d3d11_shader_override_ps(-1);
@ -167,7 +197,5 @@ struct PixelShaderInput {
return _output;
}
static postConnect = function() {
refreshShader();
}
static postConnect = function() { refreshShader(); }
}

View file

@ -143,6 +143,16 @@ function textArea(_input, _onModify, _extras = noone) : textInput(_input, _onMod
}
} #endregion
static breakCharacter = function(ch) { #region
switch(format) {
case TEXT_AREA_FORMAT.codeHLSL :
case TEXT_AREA_FORMAT.codeLUA :
return ch == "\n" || array_exists(global.CODE_BREAK_TOKEN, ch);
default :
return ch == " " || ch == "\n";
}
} #endregion
static onKey = function(key) { #region
if(key == vk_left) {
if(key_mod_press(SHIFT)) {
@ -155,7 +165,7 @@ function textArea(_input, _onModify, _extras = noone) : textInput(_input, _onMod
if(key_mod_press(CTRL)) {
while(cursor > 0) {
var ch = string_char_at(_input_text, cursor);
if(ch == " " || ch == "\n") break;
if(breakCharacter(ch)) break;
cursor--;
}
}
@ -171,7 +181,7 @@ function textArea(_input, _onModify, _extras = noone) : textInput(_input, _onMod
if(key_mod_press(CTRL)) {
while(cursor < string_length(_input_text)) {
var ch = string_char_at(_input_text, cursor);
if(ch == " " || ch == "\n") break;
if(breakCharacter(ch)) break;
cursor++;
}
}
@ -585,6 +595,7 @@ function textArea(_input, _onModify, _extras = noone) : textInput(_input, _onMod
if(target != -999) {
if(mouse_press(mb_left, active) || click_block == 1) {
cursor_select = target;
cursor = target;
click_block = 0;
} else if(mouse_click(mb_left, active) && cursor != target)
cursor = target;

View file

@ -273,7 +273,8 @@ function textBox(_input, _onModify, _extras = noone) : textInput(_input, _onModi
if(target != -999) {
if(mouse_press(mb_left, active) || click_block == 1) {
cursor_select = target;
click_block = 0;
cursor = target;
click_block = 0;
} else if(mouse_click(mb_left, active) && cursor != target)
cursor = target;
}

View file

@ -1,28 +0,0 @@
varying vec2 v_vTexcoord;
uniform float u_float_0, u_float_1, u_float_2, u_float_3, u_float_4, u_float_5, u_float_6, u_float_7;
uniform float u_float_8, u_float_9, u_float_10, u_float_11, u_float_12, u_float_13, u_float_14, u_float_15;
uniform int u_int_0, u_int_1, u_int_2, u_int_3, u_int_4, u_int_5, u_int_6, u_int_7;
uniform int u_int_8, u_int_9, u_int_10, u_int_11, u_int_12, u_int_13, u_int_14, u_int_15;
uniform vec2 u_vec2_0, u_vec2_1, u_vec2_2, u_vec2_3, u_vec2_4, u_vec2_5, u_vec2_6, u_vec2_7;
uniform vec2 u_vec2_8, u_vec2_9, u_vec2_10, u_vec2_11, u_vec2_12, u_vec2_13, u_vec2_14, u_vec2_15;
uniform vec3 u_vec3_0, u_vec3_1, u_vec3_2, u_vec3_3, u_vec3_4, u_vec3_5, u_vec3_6, u_vec3_7;
uniform vec3 u_vec3_8, u_vec3_9, u_vec3_10, u_vec3_11, u_vec3_12, u_vec3_13, u_vec3_14, u_vec3_15;
uniform vec4 u_vec4_0, u_vec4_1, u_vec4_2, u_vec4_3, u_vec4_4, u_vec4_5, u_vec4_6, u_vec4_7;
uniform vec4 u_vec4_8, u_vec4_9, u_vec4_10, u_vec4_11, u_vec4_12, u_vec4_13, u_vec4_14, u_vec4_15;
uniform mat3 u_mat3_0, u_mat3_1, u_mat3_2, u_mat3_3, u_mat3_4, u_mat3_5, u_mat3_6, u_mat3_7;
uniform mat3 u_mat3_8, u_mat3_9, u_mat3_10, u_mat3_11, u_mat3_12, u_mat3_13, u_mat3_14, u_mat3_15;
uniform mat4 u_mat4_0, u_mat4_1, u_mat4_2, u_mat4_3, u_mat4_4, u_mat4_5, u_mat4_6, u_mat4_7;
uniform mat4 u_mat4_8, u_mat4_9, u_mat4_10, u_mat4_11, u_mat4_12, u_mat4_13, u_mat4_14, u_mat4_15;
uniform sampler2D u_sampler2D_0, u_sampler2D_1, u_sampler2D_2, u_sampler2D_3, u_sampler2D_4, u_sampler2D_5, u_sampler2D_6;
void main() {
gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );
}

View file

@ -1,35 +0,0 @@
attribute vec3 in_Position;
attribute vec4 in_Colour;
attribute vec2 in_TextureCoord;
varying vec2 v_vTexcoord;
uniform float u_float_0, u_float_1, u_float_2, u_float_3, u_float_4, u_float_5, u_float_6, u_float_7;
uniform float u_float_8, u_float_9, u_float_10, u_float_11, u_float_12, u_float_13, u_float_14, u_float_15;
uniform int u_int_0, u_int_1, u_int_2, u_int_3, u_int_4, u_int_5, u_int_6, u_int_7;
uniform int u_int_8, u_int_9, u_int_10, u_int_11, u_int_12, u_int_13, u_int_14, u_int_15;
uniform vec2 u_vec2_0, u_vec2_1, u_vec2_2, u_vec2_3, u_vec2_4, u_vec2_5, u_vec2_6, u_vec2_7;
uniform vec2 u_vec2_8, u_vec2_9, u_vec2_10, u_vec2_11, u_vec2_12, u_vec2_13, u_vec2_14, u_vec2_15;
uniform vec3 u_vec3_0, u_vec3_1, u_vec3_2, u_vec3_3, u_vec3_4, u_vec3_5, u_vec3_6, u_vec3_7;
uniform vec3 u_vec3_8, u_vec3_9, u_vec3_10, u_vec3_11, u_vec3_12, u_vec3_13, u_vec3_14, u_vec3_15;
uniform vec4 u_vec4_0, u_vec4_1, u_vec4_2, u_vec4_3, u_vec4_4, u_vec4_5, u_vec4_6, u_vec4_7;
uniform vec4 u_vec4_8, u_vec4_9, u_vec4_10, u_vec4_11, u_vec4_12, u_vec4_13, u_vec4_14, u_vec4_15;
uniform mat3 u_mat3_0, u_mat3_1, u_mat3_2, u_mat3_3, u_mat3_4, u_mat3_5, u_mat3_6, u_mat3_7;
uniform mat3 u_mat3_8, u_mat3_9, u_mat3_10, u_mat3_11, u_mat3_12, u_mat3_13, u_mat3_14, u_mat3_15;
uniform mat4 u_mat4_0, u_mat4_1, u_mat4_2, u_mat4_3, u_mat4_4, u_mat4_5, u_mat4_6, u_mat4_7;
uniform mat4 u_mat4_8, u_mat4_9, u_mat4_10, u_mat4_11, u_mat4_12, u_mat4_13, u_mat4_14, u_mat4_15;
uniform sampler2D u_sampler2D_0, u_sampler2D_1, u_sampler2D_2, u_sampler2D_3, u_sampler2D_4, u_sampler2D_5, u_sampler2D_6;
void main() {
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_vTexcoord = in_TextureCoord;
}

View file

@ -1,10 +0,0 @@
{
"resourceType": "GMShader",
"resourceVersion": "1.0",
"name": "sh_dummy_0",
"parent": {
"name": "dummy",
"path": "folders/shader/dummy.yy",
},
"type": 1,
}