mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
98 lines
2.3 KiB
Plaintext
98 lines
2.3 KiB
Plaintext
function shader_set_i(uniform, value) {
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var shader = shader_current();
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if(is_array(value)) {
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shader_set_i_array(shader, uniform, value);
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return;
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}
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if(argument_count > 3) {
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var array = [];
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for( var i = 2; i < argument_count; i++ )
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array_push(array, argument[i]);
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shader_set_i_array(shader, uniform, array)
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return;
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}
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shader_set_uniform_i(shader_get_uniform(shader, uniform), value);
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}
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function shader_set_i_array(shader, uniform, array) {
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shader_set_uniform_i_array(shader_get_uniform(shader, uniform), array);
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}
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function shader_set_f(uniform, value) {
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var shader = shader_current();
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if(is_array(value)) {
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shader_set_f_array(shader, uniform, value);
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return;
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}
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if(argument_count > 3) {
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var array = [];
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for( var i = 2; i < argument_count; i++ )
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array_push(array, argument[i]);
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shader_set_f_array(shader, uniform, array)
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return;
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}
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shader_set_uniform_f(shader_get_uniform(shader, uniform), value);
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}
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function shader_set_f_array(shader, uniform, array) {
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shader_set_uniform_f_array(shader_get_uniform(shader, uniform), array);
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}
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function shader_set_uniform_f_array_safe(uniform, array) {
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if(!is_array(array)) return;
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if(array_length(array) == 0) return;
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shader_set_uniform_f_array(uniform, array);
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}
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function shader_set_surface(sampler, surface) {
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var shader = shader_current();
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if(!is_surface(surface)) return;
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var t = shader_get_sampler_index(shader, sampler);
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texture_set_stage(t, surface_get_texture(surface));
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}
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#region prebuild
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enum BLEND {
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normal,
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add,
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over,
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alpha,
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alphamulp,
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}
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function shader_set_interpolation(surface) {
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var shader = shader_current();
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var intp = ds_map_try_get(attributes, "interpolation", 0);
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gpu_set_tex_filter(intp);
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shader_set_i("interpolation", intp);
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shader_set_f("sampleDimension", surface_get_width(surface), surface_get_height(surface));
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}
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function surface_set_shader(surface, shader = sh_sample, clear = true, blend = BLEND.over) {
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surface_set_target(surface);
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if(clear) DRAW_CLEAR;
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switch(blend) {
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case BLEND.add : BLEND_ADD; break;
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case BLEND.over: BLEND_OVERRIDE; break;
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case BLEND.alpha: BLEND_ALPHA; break;
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case BLEND.alphamulp: BLEND_ALPHA_MULP; break;
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}
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shader_set(shader);
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}
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function surface_reset_shader() {
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gpu_set_tex_filter(false);
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BLEND_NORMAL;
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surface_reset_target();
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shader_reset();
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}
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#endregion |