#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 }; inputs[| 0] = nodeValue("Vertex", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, @"") .setDisplay(VALUE_DISPLAY.codeHLSL) .rejectArray(); inputs[| 1] = nodeValue("Fragment", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, @"float4 surfaceColor = gm_BaseTextureObject.Sample(gm_BaseTexture, input.uv); output.color = surfaceColor;") .setDisplay(VALUE_DISPLAY.codeHLSL) .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, { data: [ "Float", "Int", "Vec2", "Vec3", "Vec4", "Mat3", "Mat4", "Sampler2D", "Color" ], 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, ["Values", false], ]; setIsDynamicInput(3, false); static refreshDynamicInput = function() { #region var _in = ds_list_create(); for( var i = 0; i < input_fix_len; i++ ) ds_list_add(_in, inputs[| i]); array_resize(input_display_list, input_display_len); for( var i = input_fix_len; i < ds_list_size(inputs); i += data_length ) { if(getInputData(i) == "") { delete inputs[| i + 0]; delete inputs[| i + 1]; delete inputs[| i + 2]; continue; } var inp_name = getInputData(i + 0); var inp_type = inputs[| i + 1]; var inp_valu = inputs[| i + 2]; var cur_valu = getInputData(i + 2); ds_list_add(_in, inputs[| i + 0]); ds_list_add(_in, inp_type); ds_list_add(_in, inp_valu); inp_type.editWidget.interactable = true; if(inp_valu.editWidget != noone) inp_valu.editWidget.interactable = true; inp_valu.name = inp_name; var type = inp_type.getValue(); switch(type) { case 1 : if(is_array(cur_valu)) inp_valu.overrideValue(0); inp_valu.setType(VALUE_TYPE.integer); inp_valu.setDisplay(VALUE_DISPLAY._default); break; case 0 : if(is_array(cur_valu)) inp_valu.overrideValue(0); inp_valu.setType(VALUE_TYPE.float); inp_valu.setDisplay(VALUE_DISPLAY._default); break; case 2 : if(!is_array(cur_valu) || array_length(cur_valu) != 2) inp_valu.overrideValue([ 0, 0 ]); inp_valu.setType(VALUE_TYPE.float); inp_valu.setDisplay(VALUE_DISPLAY.vector); break; case 3 : if(!is_array(cur_valu) || array_length(cur_valu) != 3) inp_valu.overrideValue([ 0, 0, 0 ]); inp_valu.setType(VALUE_TYPE.float); inp_valu.setDisplay(VALUE_DISPLAY.vector); break; case 4 : if(!is_array(cur_valu) || array_length(cur_valu) != 4) inp_valu.overrideValue([ 0, 0, 0, 0 ]); inp_valu.setType(VALUE_TYPE.float); inp_valu.setDisplay(VALUE_DISPLAY.vector); break; case 5 : if(!is_array(cur_valu) || array_length(cur_valu) != 9) inp_valu.overrideValue(array_create(9)); inp_valu.setType(VALUE_TYPE.float); inp_valu.setDisplay(VALUE_DISPLAY.matrix, { size: 3 }); break; case 6 : if(!is_array(cur_valu) || array_length(cur_valu) != 16) inp_valu.overrideValue(array_create(16)); inp_valu.setType(VALUE_TYPE.float); inp_valu.setDisplay(VALUE_DISPLAY.matrix, { size: 4 }); break; case 7 : inp_valu.setType(VALUE_TYPE.surface); inp_valu.setDisplay(VALUE_DISPLAY._default); break; case 8 : inp_valu.setType(VALUE_TYPE.color); inp_valu.setDisplay(VALUE_DISPLAY._default); break; } array_push(input_display_list, i + 2); } for( var i = 0; i < ds_list_size(_in); i++ ) _in[| i].index = i; ds_list_destroy(inputs); inputs = _in; createNewInput(); //print("=========================="); //for( var i = 0, n = array_length(input_display_list); i < n; i++ ) // print(input_display_list[i]); //print("=========================="); #endregion } if(!LOADING && !APPENDING) refreshDynamicInput(); insp1UpdateTooltip = __txt("Compile"); insp1UpdateIcon = [ THEME.refresh, 1, COLORS._main_value_positive ]; static onInspector1Update = function() { refreshShader(); } static refreshShader = function() { #region var vs = getInputData(0); var fs = getInputData(1); var _dir = TEMPDIR; directory_verify(_dir); var vs = @" #define MATRIX_WORLD 0 #define MATRIX_WORLD_VIEW 1 #define MATRIX_WORLD_VIEW_PROJECTION 2 cbuffer Matrices : register(b0) { float4x4 gm_Matrices[3]; }; struct VertexShaderInput { float3 pos : POSITION; float3 color : COLOR0; float2 uv : TEXCOORD0; }; struct VertexShaderOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; 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; }"; file_text_write_all(_dir + "vout.shader", vs); var fs_pre = @" Texture2D gm_BaseTextureObject : register(t0); SamplerState gm_BaseTexture : register(s0); struct VertexShaderOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; }; struct PixelShaderOutput { float4 color : SV_TARGET0; }; " var fs_param = "cbuffer Data : register(b10) {"; var fs_sample = ""; var sampler_slot = 1; for( var i = input_fix_len, n = ds_list_size(inputs); i < n; i += data_length ) { var _arg_name = getInputData(i + 0); if(_arg_name == "") continue; var _arg_type = getInputData(i + 1); switch(_arg_type) { case 0 : fs_param += $"float {_arg_name};\n"; break; //u_float case 1 : fs_param += $"int {_arg_name};\n"; break; //u_int case 2 : fs_param += $"float2 {_arg_name};\n"; break; //u_vec2 case 3 : fs_param += $"float3 {_arg_name};\n"; break; //u_vec3 case 4 : fs_param += $"float4 {_arg_name};\n"; break; //u_vec4 case 5 : fs_param += $"float3x3 {_arg_name};\n"; break; //u_mat3 case 6 : fs_param += $"float4x4 {_arg_name};\n"; break; //u_mat4 case 7 : //u_sampler2D fs_sample += $"Texture2D {_arg_name}Object : register(t{sampler_slot});\n"; fs_sample += $"SamplerState {_arg_name} : register(s{sampler_slot});\n"; sampler_slot++; break; case 8 : fs_param += $"float4 {_arg_name};\n"; break; //u_vec4 } } fs_param += "};\n"; fs_param += fs_sample; 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); //print("==================== Compiling ===================="); //print(fs) //print("===================================================\n"); shader.vs = d3d11_shader_compile_vs(_dir + "vout.shader", "main", "vs_4_0"); if (!d3d11_shader_exists(shader.vs)) 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)) noti_warning(d3d11_get_error_string()); } if(!LOADING && !APPENDING) refreshShader(); #endregion static onValueUpdate = function(index) { #region var _refresh = index == 0 || index == 1 || (index >= input_fix_len && (index - input_fix_len) % data_length != 2); if(_refresh) { refreshShader(); refreshDynamicInput(); } } #endregion static processData = function(_output, _data, _output_index, _array_index = 0) { #region var _surf = _data[2]; if(!is_surface(_surf)) return noone; if(!d3d11_shader_exists(shader.vs)) return noone; if(!d3d11_shader_exists(shader.fs)) return noone; _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 = 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]; if(_arg_name == "") continue; var _uni = shader_get_uniform(shader.fs, _arg_name); switch(_arg_type) { case 1 : d3d11_cbuffer_add_int(1); _cbSize++; buffer_write(_buffer, buffer_s32, _arg_valu); break; case 0 : d3d11_cbuffer_add_float(1); _cbSize++; buffer_write(_buffer, buffer_f32, _arg_valu); break; case 2 : case 3 : case 4 : case 5 : case 6 : if(is_array(_arg_valu)) { d3d11_cbuffer_add_float(array_length(_arg_valu)); _cbSize += array_length(_arg_valu); for( var j = 0, m = array_length(_arg_valu); j < m; j++ ) buffer_write(_buffer, buffer_f32, _arg_valu[j]); } break; case 8 : var _clr = colToVec4(_arg_valu); 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(_arg_valu)) d3d11_texture_set_stage_ps(sampler_slot, surface_get_texture(_arg_valu)); 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 static postLoad = function() { refreshShader(); refreshDynamicInput(); } }