function shader_set_i(uniform, value) { #region INLINE var shader = shader_current(); if(shader == -1) return; if(is_array(value)) { shader_set_i_array(shader, uniform, value); return; } switch(argument_count) { case 2 : shader_set_uniform_i(shader_get_uniform(shader, uniform), value); break; case 3 : shader_set_uniform_i(shader_get_uniform(shader, uniform), value, argument[2]); break; case 4 : shader_set_uniform_i(shader_get_uniform(shader, uniform), value, argument[2], argument[3]); break; default: var array = array_create(argument_count - 1); for( var i = 1; i < argument_count; i++ ) array[i - 1] = argument[i]; shader_set_i_array(shader, uniform, array) } } #endregion function shader_set_i_array(shader, uniform, array) { #region INLINE shader_set_uniform_i_array(shader_get_uniform(shader, uniform), array); } #endregion function shader_set_2(uniform, v) { INLINE var shader = shader_current(); shader_set_uniform_f(shader_get_uniform(shader, uniform), aGetF(v, 0), aGetF(v, 1)); } function shader_set_3(uniform, v) { INLINE var shader = shader_current(); shader_set_uniform_f(shader_get_uniform(shader, uniform), aGetF(v, 0), aGetF(v, 1), aGetF(v, 2)); } function shader_set_4(uniform, v) { INLINE var shader = shader_current(); shader_set_uniform_f(shader_get_uniform(shader, uniform), aGetF(v, 0), aGetF(v, 1), aGetF(v, 2), aGetF(v, 3)); } function shader_set_f(uniform, value) { #region INLINE var shader = shader_current(); if(shader == -1) return; if(is_array(value)) { if(array_empty(value)) return; shader_set_uniform_f_array_safe(shader_get_uniform(shader, uniform), value); return; } switch(argument_count) { case 2 : shader_set_uniform_f(shader_get_uniform(shader, uniform), value); break; case 3 : shader_set_uniform_f(shader_get_uniform(shader, uniform), value, argument[2]); break; case 4 : shader_set_uniform_f(shader_get_uniform(shader, uniform), value, argument[2], argument[3]); break; case 5 : shader_set_uniform_f(shader_get_uniform(shader, uniform), value, argument[2], argument[3], argument[4]); break; default: var array = array_create(argument_count - 1); for( var i = 1; i < argument_count; i++ ) array[i - 1] = argument[i]; shader_set_uniform_f_array(shader_get_uniform(shader, uniform), array) } if(argument_count == 2) shader_set_uniform_f(shader_get_uniform(shader, uniform), value); else if(argument_count == 3) shader_set_uniform_f(shader_get_uniform(shader, uniform), value, argument[2]); else if(argument_count == 4) shader_set_uniform_f(shader_get_uniform(shader, uniform), value, argument[2], argument[3]); else { var array = array_create(argument_count - 1); for( var i = 1; i < argument_count; i++ ) array[i - 1] = argument[i]; shader_set_uniform_f_array(shader_get_uniform(shader, uniform), array); } } #endregion function shader_set_f_map(uniform, value, surface = noone, junc = noone) { #region INLINE shader_set_f(uniform, is_array(value)? value : [ value, value ]); if(surface == noone) { shader_set_i( uniform + "UseSurf", false); } else { shader_set_i( uniform + "UseSurf", junc.attributes.mapped && is_surface(surface)); shader_set_surface(uniform + "Surf", surface); } } #endregion function shader_set_f_map_s(uniform, value, surface, junc) { #region INLINE shader_set_f(uniform, is_array(value)? value : [ value, value ]); shader_set_i(uniform + "UseSurf", junc.attributes.mapped && is_surface(surface)); } #endregion function shader_set_uniform_f_array_safe(uniform, array, max_length = 128) { #region INLINE if(!is_array(array)) return; var _len = array_length(array); if(_len == 0) return; if(_len > max_length) array_resize(array, max_length) shader_set_uniform_f_array(uniform, array); } #endregion function shader_set_surface(sampler, surface, linear = false, _repeat = false) { #region INLINE var shader = shader_current(); if(shader == -1) return noone; var t = shader_get_sampler_index(shader, sampler); if(is_instanceof(surface, dynaSurf)) surface = surface.surfaces[0]; if(!is_surface(surface)) return t; texture_set_stage(t, surface_get_texture(surface)); gpu_set_tex_filter_ext(t, linear); gpu_set_tex_repeat_ext(t, _repeat); return t; } #endregion function shader_set_surface_dimension(uniform, surface) { #region INLINE 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); } #endregion function shader_set_dim(uniform = "dimension", surf = noone) { #region INLINE if(!is_surface(surf)) return; shader_set_f(uniform, surface_get_width_safe(surf), surface_get_height_safe(surf)); } #endregion function shader_set_color(uniform, col, alpha = 1) { #region INLINE shader_set_f(uniform, colToVec4(col, alpha)); } #endregion function shader_set_palette(pal, pal_uni = "palette", amo_uni = "paletteAmount", max_length = 128) { #region INLINE 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); } #endregion #region prebuild enum BLEND { normal, add, over, alpha, alphamulp, subtract, } function shader_preset_interpolation(shader = sh_sample) { INLINE var intp = attributes.interpolate; shader_set_uniform_i(shader_get_uniform(shader, "interpolation"), intp); shader_set_uniform_i(shader_get_uniform(shader, "sampleMode"), attributes.oversample); } function shader_postset_interpolation() { INLINE gpu_set_tex_filter(false); } function shader_set_interpolation_surface(surface) { INLINE shader_set_f("sampleDimension", surface_get_width_safe(surface), surface_get_height_safe(surface)); } function shader_set_interpolation(surface, _dim = noone) { INLINE var intp = attributes.interpolate; shader_set_i("interpolation", intp); shader_set_f("sampleDimension", _dim == noone? surface_get_dimension(surface) : _dim); shader_set_i("sampleMode", 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; shader_set_i("interpolation", 0); BLEND_NORMAL; surface_reset_target(); gpu_set_tex_filter(false); if(__shader_set) shader_reset(); } #endregion