mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-10 20:45:35 +01:00
371 lines
11 KiB
Plaintext
371 lines
11 KiB
Plaintext
#region vb
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vertex_format_begin();
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vertex_format_add_position();
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vertex_format_add_color();
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vertex_format_add_texcoord();
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global.HLSL_VB_FORMAT = vertex_format_end();
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global.HLSL_VB_PLANE = vertex_create_buffer();
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vertex_begin(global.HLSL_VB_PLANE, global.HLSL_VB_FORMAT);
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vertex_add_2pct(global.HLSL_VB_PLANE, 0, 0, 0, 1, c_white);
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vertex_add_2pct(global.HLSL_VB_PLANE, 0, 1, 0, 0, c_white);
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vertex_add_2pct(global.HLSL_VB_PLANE, 1, 0, 1, 1, c_white);
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vertex_add_2pct(global.HLSL_VB_PLANE, 1, 1, 1, 0, c_white);
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vertex_end(global.HLSL_VB_PLANE);
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#endregion
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function Node_HLSL(_x, _y, _group = noone) : Node_Processor(_x, _y, _group) constructor {
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name = "HLSL";
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shader = { vs: -1, fs: -1 };
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inputs[| 0] = nodeValue("Vertex", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, @"")
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.setDisplay(VALUE_DISPLAY.codeHLSL)
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.rejectArray();
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inputs[| 1] = nodeValue("Fragment", self, JUNCTION_CONNECT.input, VALUE_TYPE.text,
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@"float4 surfaceColor = gm_BaseTextureObject.Sample(gm_BaseTexture, input.uv);
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output.color = surfaceColor;")
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.setDisplay(VALUE_DISPLAY.codeHLSL)
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.rejectArray();
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inputs[| 2] = nodeValue("Base Texture", self, JUNCTION_CONNECT.input, VALUE_TYPE.surface, noone);
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outputs[| 0] = nodeValue("Surface", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone );
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static createNewInput = function() {
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var index = ds_list_size(inputs);
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inputs[| index + 0] = nodeValue("Argument name", self, JUNCTION_CONNECT.input, VALUE_TYPE.text, "" );
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inputs[| index + 1] = nodeValue("Argument type", self, JUNCTION_CONNECT.input, VALUE_TYPE.integer, 0 )
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.setDisplay(VALUE_DISPLAY.enum_scroll, { data: [ "Float", "Int", "Vec2", "Vec3", "Vec4", "Mat3", "Mat4", "Sampler2D", "Color" ], update_hover: false });
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inputs[| index + 1].editWidget.interactable = false;
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inputs[| index + 2] = nodeValue("Argument value", self, JUNCTION_CONNECT.input, VALUE_TYPE.float, 0 )
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.setVisible(true, true);
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inputs[| index + 2].editWidget.interactable = false;
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}
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argumentRenderer();
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input_display_list = [ 2,
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["Shader", false], 1,
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["Arguments", false], argument_renderer,
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["Values", true],
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];
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setIsDynamicInput(3, false);
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static refreshDynamicInput = function() { #region
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var _in = ds_list_create();
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for( var i = 0; i < input_fix_len; i++ )
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ds_list_add(_in, inputs[| i]);
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array_resize(input_display_list, input_display_len);
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for( var i = input_fix_len; i < ds_list_size(inputs); i += data_length ) {
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if(getInputData(i) == "") {
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delete inputs[| i + 0];
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delete inputs[| i + 1];
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delete inputs[| i + 2];
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continue;
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}
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var inp_name = getInputData(i + 0);
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var inp_type = inputs[| i + 1];
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var inp_valu = inputs[| i + 2];
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var cur_valu = getInputData(i + 2);
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ds_list_add(_in, inputs[| i + 0]);
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ds_list_add(_in, inp_type);
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ds_list_add(_in, inp_valu);
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inp_type.editWidget.interactable = true;
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if(inp_valu.editWidget != noone)
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inp_valu.editWidget.interactable = true;
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inp_valu.name = inp_name;
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var type = inp_type.getValue();
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switch(type) {
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case 1 :
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if(is_array(cur_valu)) inp_valu.overrideValue(0);
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inp_valu.setType(VALUE_TYPE.integer);
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inp_valu.setDisplay(VALUE_DISPLAY._default);
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break;
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case 0 :
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if(is_array(cur_valu)) inp_valu.overrideValue(0);
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inp_valu.setType(VALUE_TYPE.float);
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inp_valu.setDisplay(VALUE_DISPLAY._default);
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break;
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case 2 :
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if(!is_array(cur_valu) || array_length(cur_valu) != 2)
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inp_valu.overrideValue([ 0, 0 ]);
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inp_valu.setType(VALUE_TYPE.float);
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inp_valu.setDisplay(VALUE_DISPLAY.vector);
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break;
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case 3 :
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if(!is_array(cur_valu) || array_length(cur_valu) != 3)
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inp_valu.overrideValue([ 0, 0, 0 ]);
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inp_valu.setType(VALUE_TYPE.float);
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inp_valu.setDisplay(VALUE_DISPLAY.vector);
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break;
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case 4 :
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if(!is_array(cur_valu) || array_length(cur_valu) != 4)
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inp_valu.overrideValue([ 0, 0, 0, 0 ]);
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inp_valu.setType(VALUE_TYPE.float);
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inp_valu.setDisplay(VALUE_DISPLAY.vector);
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break;
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case 5 :
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if(!is_array(cur_valu) || array_length(cur_valu) != 9)
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inp_valu.overrideValue(array_create(9));
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inp_valu.setType(VALUE_TYPE.float);
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inp_valu.setDisplay(VALUE_DISPLAY.matrix, { size: 3 });
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break;
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case 6 :
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if(!is_array(cur_valu) || array_length(cur_valu) != 16)
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inp_valu.overrideValue(array_create(16));
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inp_valu.setType(VALUE_TYPE.float);
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inp_valu.setDisplay(VALUE_DISPLAY.matrix, { size: 4 });
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break;
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case 7 :
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inp_valu.setType(VALUE_TYPE.surface);
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inp_valu.setDisplay(VALUE_DISPLAY._default);
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break;
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case 8 :
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inp_valu.setType(VALUE_TYPE.color);
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inp_valu.setDisplay(VALUE_DISPLAY._default);
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break;
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}
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array_push(input_display_list, i + 2);
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}
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for( var i = 0; i < ds_list_size(_in); i++ )
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_in[| i].index = i;
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ds_list_destroy(inputs);
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inputs = _in;
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createNewInput();
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//print("==========================");
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//for( var i = 0, n = array_length(input_display_list); i < n; i++ )
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// print(input_display_list[i]);
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//print("==========================");
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#endregion
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} if(!LOADING && !APPENDING) refreshDynamicInput();
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insp1UpdateTooltip = __txt("Compile");
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insp1UpdateIcon = [ THEME.refresh, 1, COLORS._main_value_positive ];
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static onInspector1Update = function() { refreshShader(); }
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static step = function() { #region
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argument_renderer.showValue = input_display_list[5][1];
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} #endregion
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static refreshShader = function() { #region
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var vs = getInputData(0);
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var fs = getInputData(1);
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var _dir = TEMPDIR;
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directory_verify(_dir);
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var vs = @"
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#define MATRIX_WORLD 0
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#define MATRIX_WORLD_VIEW 1
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#define MATRIX_WORLD_VIEW_PROJECTION 2
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cbuffer Matrices : register(b0) {
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float4x4 gm_Matrices[3];
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};
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struct VertexShaderInput {
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float3 pos : POSITION;
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float3 color : COLOR0;
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float2 uv : TEXCOORD0;
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};
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struct VertexShaderOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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void main(in VertexShaderInput input, out VertexShaderOutput output) {
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output.pos = mul(gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION], float4(input.pos, 1.0f));
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output.uv = input.uv;
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}";
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file_text_write_all(_dir + "vout.shader", vs);
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var fs_pre = @"
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Texture2D gm_BaseTextureObject : register(t0);
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SamplerState gm_BaseTexture : register(s0);
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struct VertexShaderOutput {
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float4 pos : SV_POSITION;
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float2 uv : TEXCOORD0;
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};
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struct PixelShaderOutput {
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float4 color : SV_TARGET0;
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};
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"
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var fs_param = "cbuffer Data : register(b10) {";
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var fs_sample = "";
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var sampler_slot = 1;
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for( var i = input_fix_len, n = ds_list_size(inputs); i < n; i += data_length ) {
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var _arg_name = getInputData(i + 0);
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if(_arg_name == "") continue;
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var _arg_type = getInputData(i + 1);
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switch(_arg_type) {
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case 0 : fs_param += $"float {_arg_name};\n"; break; //u_float
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case 1 : fs_param += $"int {_arg_name};\n"; break; //u_int
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case 2 : fs_param += $"float2 {_arg_name};\n"; break; //u_vec2
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case 3 : fs_param += $"float3 {_arg_name};\n"; break; //u_vec3
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case 4 : fs_param += $"float4 {_arg_name};\n"; break; //u_vec4
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case 5 : fs_param += $"float3x3 {_arg_name};\n"; break; //u_mat3
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case 6 : fs_param += $"float4x4 {_arg_name};\n"; break; //u_mat4
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case 7 : //u_sampler2D
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fs_sample += $"Texture2D {_arg_name}Object : register(t{sampler_slot});\n";
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fs_sample += $"SamplerState {_arg_name} : register(s{sampler_slot});\n";
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sampler_slot++;
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break;
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case 8 : fs_param += $"float4 {_arg_name};\n"; break; //u_vec4
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}
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}
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fs_param += "};\n";
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fs_param += fs_sample;
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var fs_pos = "\nvoid main(in VertexShaderOutput input, out PixelShaderOutput output) {\n" + fs + "\n}";
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fs = fs_pre + fs_param + fs_pos;
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file_text_write_all(_dir + "fout.shader", fs);
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//print("==================== Compiling ====================");
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//print(fs)
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//print("===================================================\n");
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shader.vs = d3d11_shader_compile_vs(_dir + "vout.shader", "main", "vs_4_0");
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if (!d3d11_shader_exists(shader.vs))
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noti_warning(d3d11_get_error_string());
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shader.fs = d3d11_shader_compile_ps(_dir + "fout.shader", "main", "ps_4_0");
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if (!d3d11_shader_exists(shader.fs))
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noti_warning(d3d11_get_error_string());
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} if(!LOADING && !APPENDING) refreshShader(); #endregion
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static onValueUpdate = function(index) { #region
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var _refresh = index == 0 || index == 1 ||
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(index >= input_fix_len && (index - input_fix_len) % data_length != 2);
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if(_refresh) {
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refreshShader();
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refreshDynamicInput();
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}
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} #endregion
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static processData = function(_output, _data, _output_index, _array_index = 0) { #region
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var _surf = _data[2];
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if(!is_surface(_surf)) return noone;
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if(!d3d11_shader_exists(shader.vs)) return noone;
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if(!d3d11_shader_exists(shader.fs)) return noone;
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_output = surface_verify(_output, surface_get_width_safe(_surf), surface_get_height_safe(_surf));
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surface_set_target(_output);
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DRAW_CLEAR
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// ############################ SET SHADER ############################
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d3d11_shader_override_vs(shader.vs);
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d3d11_shader_override_ps(shader.fs);
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#region uniforms
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var uTypes = array_create(8, 0);
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var sampler_slot = 1;
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d3d11_cbuffer_begin();
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var _buffer = buffer_create(1, buffer_grow, 1);
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var _cbSize = 0;
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for( var i = input_fix_len, n = array_length(_data); i < n; i += data_length ) {
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var _arg_name = _data[i + 0];
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var _arg_type = _data[i + 1];
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var _arg_valu = _data[i + 2];
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if(_arg_name == "") continue;
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var _uni = shader_get_uniform(shader.fs, _arg_name);
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switch(_arg_type) {
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case 1 :
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d3d11_cbuffer_add_int(1);
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_cbSize++;
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buffer_write(_buffer, buffer_s32, _arg_valu);
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break;
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case 0 :
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d3d11_cbuffer_add_float(1);
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_cbSize++;
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buffer_write(_buffer, buffer_f32, _arg_valu);
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break;
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case 2 :
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case 3 :
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case 4 :
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case 5 :
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case 6 :
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if(is_array(_arg_valu)) {
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d3d11_cbuffer_add_float(array_length(_arg_valu));
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_cbSize += array_length(_arg_valu);
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for( var j = 0, m = array_length(_arg_valu); j < m; j++ )
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buffer_write(_buffer, buffer_f32, _arg_valu[j]);
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}
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break;
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case 8 :
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var _clr = colToVec4(_arg_valu);
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d3d11_cbuffer_add_float(4);
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_cbSize += 4;
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for( var j = 0, m = 4; j < m; j++ )
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buffer_write(_buffer, buffer_f32, _clr[i]);
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break;
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case 7 :
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if(is_surface(_arg_valu))
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d3d11_texture_set_stage_ps(sampler_slot, surface_get_texture(_arg_valu));
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sampler_slot++;
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break;
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}
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}
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d3d11_cbuffer_add_float(4 - _cbSize % 4);
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var cbuff = d3d11_cbuffer_end();
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d3d11_cbuffer_update(cbuff, _buffer);
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buffer_delete(_buffer);
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d3d11_shader_set_cbuffer_ps(10, cbuff);
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#endregion
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matrix_set(matrix_world, matrix_build(0, 0, 0, 0, 0, 0, surface_get_width_safe(_surf), surface_get_height_safe(_surf), 1));
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vertex_submit(global.HLSL_VB_PLANE, pr_trianglestrip, surface_get_texture(_surf));
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matrix_set(matrix_world, matrix_build_identity());
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d3d11_shader_override_vs(-1);
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d3d11_shader_override_ps(-1);
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surface_reset_target();
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return _output;
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} #endregion
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static postLoad = function() {
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refreshShader();
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refreshDynamicInput();
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}
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} |