function shader_set_i(uniform, value) { var shader = shader_current(); if(shader == -1) return; if(is_array(value)) { shader_set_i_array(shader, uniform, value); return; } if(argument_count > 2) { var array = []; for( var i = 1; i < argument_count; i++ ) array_push(array, argument[i]); shader_set_i_array(shader, uniform, array) return; } shader_set_uniform_i(shader_get_uniform(shader, uniform), value); } function shader_set_i_array(shader, uniform, array) { shader_set_uniform_i_array(shader_get_uniform(shader, uniform), array); } function shader_set_f(uniform, value) { var shader = shader_current(); if(shader == -1) return; if(is_array(value)) { shader_set_uniform_f_array_safe(shader_get_uniform(shader, uniform), value); return; } if(argument_count > 2) { var array = []; for( var i = 1; i < argument_count; i++ ) array_push(array, argument[i]); shader_set_uniform_f_array_safe(shader_get_uniform(shader, uniform), array) return; } shader_set_uniform_f(shader_get_uniform(shader, uniform), value); } function shader_set_uniform_f_array_safe(uniform, array, max_length = 128) { if(!is_array(array)) return; if(array_length(array) == 0) return; if(array_length(array) > max_length) array_resize(array, max_length) shader_set_uniform_f_array(uniform, array); } function shader_set_surface(sampler, surface, linear = false, _repeat = false) { var shader = shader_current(); if(shader == -1) return; if(is_struct(shader) && is_instanceof(shader, dynaSurf)) shader = shader.surfaces[0]; if(!is_surface(surface)) return; var t = shader_get_sampler_index(shader, sampler); texture_set_stage(t, surface_get_texture(surface)); gpu_set_tex_filter_ext(t, linear); gpu_set_tex_repeat_ext(t, _repeat); } //function shader_set_surface_ext(sampler, surface, linear = false, _repeat = false) { // var shader = shader_current(); // if(!is_surface(surface)) return; // if (!GMD3D11_IS_SUPPORTED) { // shader_set_surface(sampler, surface, linear, _repeat); // return; // } // var t = shader_get_sampler_index(shader, sampler); // gpu_set_tex_filter_ext(t, linear); // gpu_set_tex_repeat_ext(t, _repeat); // d3d11_texture_set_stage_ps(t, surface_get_texture(surface)); //} function shader_set_surface_dimension(uniform, surface) { var shader = shader_current(); if(!is_surface(surface)) return; if(shader == -1) return; var texture = surface_get_texture(surface); var tw = texture_get_texel_width(texture); var th = texture_get_texel_height(texture); tw = 2048; th = 2048; shader_set_uniform_f(shader_get_uniform(shader, uniform), tw, th); } function shader_set_dim(uniform = "dimension", surf = noone) { if(!is_surface(surf)) return; shader_set_f(uniform, surface_get_width_safe(surf), surface_get_height_safe(surf)); } function shader_set_color(uniform, col, alpha = 1) { shader_set_f(uniform, colToVec4(col, alpha)); } function shader_set_palette(pal, pal_uni = "palette", amo_uni = "paletteAmount", max_length = 128) { shader_set_i(amo_uni, min(max_length, array_length(pal))); var _pal = []; for( var i = 0, n = min(max_length, array_length(pal)); i < n; i++ ) array_append(_pal, colToVec4(pal[i])); if(array_length(_pal)) shader_set_f(pal_uni, _pal); } #region prebuild enum BLEND { normal, add, over, alpha, alphamulp, } function shader_set_interpolation(surface) { var intp = attributes.interpolation; gpu_set_tex_filter(intp); shader_set_i("interpolation", intp); shader_set_f("sampleDimension", surface_get_width_safe(surface), surface_get_height_safe(surface)); shader_set_i("sampleMode", struct_try_get(attributes, "oversample")); } function surface_set_shader(surface, shader = sh_sample, clear = true, blend = BLEND.alpha) { if(!is_surface(surface)) { __surface_set = false; return; } __surface_set = true; surface_set_target(surface); if(clear) DRAW_CLEAR; switch(blend) { case BLEND.add : BLEND_ADD; break; case BLEND.over: BLEND_OVERRIDE; break; case BLEND.alpha: BLEND_ALPHA; break; case BLEND.alphamulp: BLEND_ALPHA_MULP; break; } if(shader == noone) __shader_set = false; else { __shader_set = true; shader_set(shader); } } function surface_reset_shader() { if(!__surface_set) return; gpu_set_tex_filter(false); BLEND_NORMAL; surface_reset_target(); if(__shader_set) shader_reset(); } #endregion