function Node_create_Custom(_x, _y, _group = noone, _param = {}) { if(!struct_has(_param, "path")) return noone; var node = new Node_Custom(_x, _y, _group); if(!node.setPath(_param.path)) return noone; return node; } function Node_create_Custom_path(_x, _y, path) { if(!file_exists_empty(path)) return noone; var node = new Node_Custom(_x, _y, PANEL_GRAPH.getCurrentContext()); if(!node.setPath(path)) return noone; return node; } function Node_Custom(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "Custom"; path = ""; info = {}; shader = { vs: noone, fs: noone, }; input_index_map = ds_map_create(); output_index_map = ds_map_create(); surface_in_index = 0; surface_out_index = 0; static setPath = function(_path) { var _info = _path + "/info.json"; if(!file_exists_empty(_info)) return false; info = json_load_struct(_info); path = _path; name = info.name; setDisplayName(name); shader.vs = d3d11_shader_compile_vs($"{path}/{info.shader_vs}", "main", "vs_4_0"); if(!d3d11_shader_exists(shader.vs)) noti_warning(d3d11_get_error_string()); shader.fs = d3d11_shader_compile_ps($"{path}/{info.shader_fs}", "main", "ps_4_0"); if(!d3d11_shader_exists(shader.fs)) noti_warning(d3d11_get_error_string()); ds_list_clear(inputs); ds_list_clear(outputs); for( var i = 0, n = array_length(info.inputs); i < n; i++ ) { var _input = info.inputs[i]; inputs[| i] = nodeValue(_input.name, self, JUNCTION_CONNECT.input, value_type_from_string(_input.type), _input.value) .setVisible(_input.show_in_inspector, _input.show_in_graph); input_index_map[? _input.name] = i; for( var j = 0, m = array_length(_input.flags); j < m; j++ ) { switch(_input.flags[j]) { case "SURFACE_IN" : surface_in_index = i; break; } } } for( var i = 0, n = array_length(info.outputs); i < n; i++ ) { var _output = info.outputs[i]; outputs[| i] = nodeValue(_output.name, self, JUNCTION_CONNECT.output, value_type_from_string(_output.type), _output.value) .setVisible(_output.show_in_graph); output_index_map[? _output.name] = i; for( var j = 0, m = array_length(_output.flags); j < m; j++ ) { switch(_output.flags[j]) { case "SURFACE_OUT" : surface_out_index = i; break; } } } } static processData = function(_output, _data, _output_index, _array_index = 0) { #region if(!d3d11_shader_exists(shader.vs)) return noone; if(!d3d11_shader_exists(shader.fs)) return noone; var _surf = _data[surface_in_index]; _output = surface_verify(_output, surface_get_width_safe(_surf), surface_get_height_safe(_surf)); surface_set_target(_output); DRAW_CLEAR d3d11_shader_override_vs(shader.vs); d3d11_shader_override_ps(shader.fs); var uTypes = array_create(8, 0); var sampler_slot = 1; d3d11_cbuffer_begin(); var _buffer = buffer_create(1, buffer_grow, 1); var _cbSize = 0; for( var i = 0, n = array_length(info.uniforms); i < n; i++ ) { var _u = info.uniforms[i]; var _index = input_index_map[? _u.input_name]; var _uname = _u.name; var _utype = _u.type; var _value = _data[_index]; switch(_utype) { case 1 : d3d11_cbuffer_add_int(1); _cbSize++; buffer_write(_buffer, buffer_s32, _value); break; case 0 : d3d11_cbuffer_add_float(1); _cbSize++; buffer_write(_buffer, buffer_f32, _value); break; case 2 : case 3 : case 4 : case 5 : case 6 : if(is_array(_value)) { d3d11_cbuffer_add_float(array_length(_value)); _cbSize += array_length(_value); for( var j = 0, m = array_length(_value); j < m; j++ ) buffer_write(_buffer, buffer_f32, _value[j]); } break; case 8 : var _clr = colToVec4(_value); d3d11_cbuffer_add_float(4); _cbSize += 4; for( var j = 0, m = 4; j < m; j++ ) buffer_write(_buffer, buffer_f32, _clr[i]); break; case 7 : if(is_surface(_value)) d3d11_texture_set_stage_ps(sampler_slot, surface_get_texture(_value)); sampler_slot++; break; } } d3d11_cbuffer_add_float(4 - _cbSize % 4); var cbuff = d3d11_cbuffer_end(); d3d11_cbuffer_update(cbuff, _buffer); buffer_delete(_buffer); d3d11_shader_set_cbuffer_ps(10, cbuff); matrix_set(matrix_world, matrix_build(0, 0, 0, 0, 0, 0, surface_get_width_safe(_surf), surface_get_height_safe(_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); surface_reset_target(); return _output; } #endregion } function __initNodeCustom(list) { #region var root = DIRECTORY + "Nodes"; directory_verify(root); root += "/Custom"; directory_verify(root); if(check_version($"{root}/version")) zip_unzip("data/Nodes.zip", root); var f = file_find_first(root + "/*", fa_directory); while (f != "") { var _dir_raw = $"{root}/{f}"; f = file_find_next(); if(!directory_exists(_dir_raw)) continue; var _dir = _dir_raw + "/"; var _info = json_load_struct(_dir + "info.json"); if(_info == noone) continue; var _spr = sprite_add_center(_dir + _info.icon); var _n = new NodeObject(_info.name, _spr, "Node_Custom", [ 0, Node_create_Custom, { path: _dir_raw } ], _info.tags); _n.tooltip = _info.tooltip; var _tol = _dir + _info.tooltip_spr; if(file_exists_empty(_tol)) _n.tooltip_spr = sprite_add(_tol, 0, false, false, 0, 0); ds_list_add(list, _n); if(_info.category != noone) { var _cat = _info.location[0]; var _grp = _info.location[1]; var _ins = true; for( var i = 0, n = ds_list_size(NODE_CATEGORY); i < n; i++ ) { if(NODE_CATEGORY[| i].name != _cat) continue; var _list = NODE_CATEGORY[| i].list; var j = 0; for( var m = ds_list_size(_list); j < m; j++ ) if(_list[| j] == _grp) break; ds_list_insert(_list, j + 1, _n); _ins = false; break; } if(_ins) { ds_list_add(_list, _grp); ds_list_add(_list, _n); } } } file_find_close(); } #endregion