globalvar CUSTOM_SHADER_SLOT, CUSTOM_SHADER_UNIFORM; CUSTOM_SHADER_SLOT = ds_map_create(); CUSTOM_SHADER_SLOT[? sh_dummy_0] = noone; CUSTOM_SHADER_UNIFORM = @" 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; "; function custom_shader_reserve(node) { var keys = ds_map_keys_to_array(CUSTOM_SHADER_SLOT); for( var i = 0, n = array_length(keys); i < n; i++ ) { if(CUSTOM_SHADER_SLOT[? keys[i]] == noone) { CUSTOM_SHADER_SLOT[? keys[i]] = node; return keys[i]; } } return noone; } function custom_shader_free(node) { var keys = ds_map_keys_to_array(CUSTOM_SHADER_SLOT); for( var i = 0, n = array_length(keys); i < n; i++ ) { if(CUSTOM_SHADER_SLOT[? keys[i]] == node) CUSTOM_SHADER_SLOT[? keys[i]] = noone; } } function glsl_wrap_vertex(content) { return @" attribute vec3 in_Position; attribute vec4 in_Colour; attribute vec2 in_TextureCoord; " + CUSTOM_SHADER_UNIFORM + @" varying vec2 v_vTexcoord; void main() { " + string(content) + "\n}"; } function glsl_wrap_fragment(content) { return @" varying vec2 v_vTexcoord; " + CUSTOM_SHADER_UNIFORM + @" void main() { " + string(content) + "\n}"; } function Node_GLSL(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor { name = "GLSL"; shader = custom_shader_reserve(self); hlslCompiler = working_directory + "HLSL/HLSLCompiler.exe"; inputs[| 0] = nodeValue("Vertex", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, @"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;") .setDisplay(VALUE_DISPLAY.codeGLSL) .rejectArray(); inputs[| 1] = nodeValue("Fragment", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, @"gl_FragColor = texture2D( gm_BaseTexture, v_vTexcoord );") .setDisplay(VALUE_DISPLAY.codeGLSL) .rejectArray(); inputs[| 2] = nodeValue("Base Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone); outputs[| 0] = nodeValue("Surface", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone ); static createNewInput = function() { var index = ds_list_size(inputs); inputs[| index + 0] = nodeValue("Argument name", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "" ); inputs[| index + 1] = nodeValue("Argument type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 ) .setDisplay(VALUE_DISPLAY.enum_scroll, [ "Float", "Int", "Vec2", "Vec3", "Vec4", "Mat3", "Mat4", "Sampler2D" ], { update_hover: false }); inputs[| index + 1].editWidget.interactable = false; inputs[| index + 2] = nodeValue("Argument value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 ) .setVisible(true, true); inputs[| index + 2].editWidget.interactable = false; } argumentRenderer(); input_display_list = [ 2, ["Shader", false], 1, ["Arguments", false], argument_renderer, ]; setIsDynamicInput(3); uniform_name = [ "u_float_", "u_int_", "u_vec2_", "u_vec3_", "u_vec4_", "u_mat3_", "u_mat4_", "u_sampler2D_", ]; insp1UpdateTooltip = __txt("Compile"); insp1UpdateIcon = [ THEME.refresh, 1, COLORS._main_value_positive ]; static onInspector1Update = function() { //compile refreshShader(); } static refreshShader = function() { var vs = inputs[| 0].getValue(); var fs = inputs[| 1].getValue(); var uTypes = array_create(8, 0); for( var i = input_fix_len, n = ds_list_size(inputs); i < n; i += data_length ) { var _arg_name = inputs[| i + 0].getValue(); var _arg_type = inputs[| i + 1].getValue(); var _index = uTypes[_arg_type]; uTypes[_arg_type]++; var _uni_name = uniform_name + string(_index); vs = string_replace_all(vs, _arg_name, _uni_name); fs = string_replace_all(fs, _arg_name, _uni_name); } vs = glsl_wrap_vertex(vs); fs = glsl_wrap_fragment(fs); var _dir = DIRECTORY + "shadertemp/"; directory_create(_dir); file_text_write_all(_dir + "temp.shader", vs + "\n//######################_==_YOYO_SHADER_MARKER_==_######################@~\n" + fs ); //print(file_text_read_all(_dir + "temp.shader")); //print(hlslCompiler); var cmd = (scr_cmd_arg(hlslCompiler) + " -hlsl11" + " -shader " + scr_cmd_arg(_dir + "temp.shader") + " -name temp" + " -out " + scr_cmd_arg(_dir) + " -typedefine " + scr_cmd_arg("#define _YY_HLSL11_ 1") + " -preamble " + scr_cmd_arg(filename_dir(hlslCompiler)) ); // var ex = execute_program_pipe(cmd, 0 | program_pipe_flags_hide_window | program_pipe_flags_capture_stdout | program_pipe_flags_capture_stderr ); //print(ex) if (ex[0] != 0) { // didn't even run noti_warning($"Error executing HLSLCompiler: {ex[2]}"); } else if (ex[1] != 0) { // errored out noti_warning($"Error compiling the shader: {ex[2]}"); } else { // OK! Let's pick up those shaders var vsh = file_text_read_all(_dir + "vout.shader"); var fsh = file_text_read_all(_dir + "fout.shader"); var e = shader_replace_simple(shader, vsh, fsh); if (e != "") noti_warning($"Error applying the shader: {e}"); } } static onValueUpdate = function(index) { refreshShader(); } static processData = function(_output, _data, _output_index, _array_index = 0) { var _surf = _data[2]; _output = surface_verify(_output, surface_get_width(_surf), surface_get_height(_surf)); surface_set_shader(_output, shader); var uTypes = array_create(8, 0); for( var i = input_fix_len, n = array_length(_data); i < n; i += data_length ) { var _arg_name = _data[i + 0]; var _arg_type = _data[i + 1]; var _arg_valu = _data[i + 2]; var _index = uTypes[_arg_type]; uTypes[_arg_type]++; var _uni_name = uniform_name + string(_index); switch(_arg_type) { case 0 : shader_set_f(_uni_name, _arg_valu); break; //u_float case 1 : shader_set_i(_uni_name, _arg_valu); break; //u_int case 2 : shader_set_f(_uni_name, _arg_valu); break; //u_vec2 case 3 : shader_set_f(_uni_name, _arg_valu); break; //u_vec3 case 4 : shader_set_f(_uni_name, _arg_valu); break; //u_vec4 case 5 : shader_set_f(_uni_name, _arg_valu); break; //u_mat3 case 6 : shader_set_f(_uni_name, _arg_valu); break; //u_mat4 case 7 : shader_set_surface(_uni_name, _arg_valu); break; //u_sampler2D } } draw_surface_safe(_surf); surface_reset_shader(); return _output; } static postConnect = function() { refreshShader(); } static onCleanUp = function() { custom_shader_free(self); } }