Pixel-Composer/scripts/shader_functions/shader_functions.gml

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function shader_set_i(uniform, value) {
var shader = shader_current();
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(is_array(value)) {
shader_set_f_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_f_array(shader, uniform, array)
return;
}
shader_set_uniform_f(shader_get_uniform(shader, uniform), value);
}
function shader_set_f_array(shader, uniform, array) {
shader_set_uniform_f_array(shader_get_uniform(shader, uniform), array);
}
function shader_set_uniform_f_array_safe(uniform, array) {
if(!is_array(array)) return;
if(array_length(array) == 0) return;
shader_set_uniform_f_array(uniform, array);
}
function shader_set_surface(sampler, surface) {
var shader = shader_current();
if(!is_surface(surface)) return;
var t = shader_get_sampler_index(shader, sampler);
texture_set_stage(t, surface_get_texture(surface));
}
#region prebuild
enum BLEND {
normal,
add,
over,
alpha,
alphamulp,
}
function shader_set_interpolation(surface) {
var intp = ds_map_try_get(attributes, "interpolation", 0);
gpu_set_tex_filter(intp);
shader_set_i("interpolation", intp);
shader_set_f("sampleDimension", surface_get_width(surface), surface_get_height(surface));
}
function surface_set_shader(surface, shader = sh_sample, clear = true, blend = BLEND.over) {
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;
}
shader_set(shader);
}
function surface_reset_shader() {
if(!__surface_set) return;
gpu_set_tex_filter(false);
BLEND_NORMAL;
surface_reset_target();
shader_reset();
}
#endregion