Files
armorpaint/base/Sources/node_shader_context.ts
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class node_shader_context_t {
vert: node_shader_t;
frag: node_shader_t;
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data: shader_context_t;
allow_vcols: bool = false;
material: material_t;
constants: shader_const_t[];
tunits: tex_unit_t[];
}
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function node_shader_context_create(material: material_t, props: any): node_shader_context_t {
let raw: node_shader_context_t = new node_shader_context_t();
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raw.material = material;
raw.data = {
name: props.name,
depth_write: props.depth_write,
compare_mode: props.compare_mode,
cull_mode: props.cull_mode,
blend_source: props.blend_source,
blend_destination: props.blend_destination,
blend_operation: props.blend_operation,
alpha_blend_source: props.alpha_blend_source,
alpha_blend_destination: props.alpha_blend_destination,
alpha_blend_operation: props.alpha_blend_operation,
fragment_shader: '',
vertex_shader: '',
vertex_elements: 'vertex_elements' in props ? props.vertex_elements : [ {name: "pos", data: 'short4norm'}, {name: "nor", data: 'short2norm'}],
color_attachments: props.color_attachments,
depth_attachment: props.depth_attachment
};
if (props.color_writes_red != null) {
raw.data.color_writes_red = props.color_writes_red;
}
if (props.color_writes_green != null) {
raw.data.color_writes_green = props.color_writes_green;
}
if (props.color_writes_blue != null) {
raw.data.color_writes_blue = props.color_writes_blue;
}
if (props.color_writes_alpha != null) {
raw.data.color_writes_alpha = props.color_writes_alpha;
}
raw.tunits = raw.data.texture_units = [];
raw.constants = raw.data.constants = [];
return raw;
}
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function node_shader_context_add_elem(raw: node_shader_context_t, name: string, data_type: string) {
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for (let e of raw.data.vertex_elements) {
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if (e.name == name) {
return;
}
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}
let elem: vertex_element_t = { name: name, data: data_type };
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array_push(raw.data.vertex_elements, elem);
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}
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function node_shader_context_is_elem(raw: node_shader_context_t, name: string): bool {
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for (let elem of raw.data.vertex_elements) {
if (elem.name == name) {
return true;
}
}
return false;
}
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function node_shader_context_get_elem(raw: node_shader_context_t, name: string): vertex_element_t {
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for (let elem of raw.data.vertex_elements) {
if (elem.name == name) {
return elem;
}
}
return null;
}
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function node_shader_context_add_constant(raw: node_shader_context_t, ctype: string, name: string, link: string = null) {
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for (let c of raw.constants) {
if (c.name == name) {
return;
}
}
let c: shader_const_t = { name: name, type: ctype };
if (link != null) {
c.link = link;
}
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array_push(raw.constants, c);
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}
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function node_shader_context_add_texture_unit(raw: node_shader_context_t, ctype: string, name: string, link: string = null, is_image: bool = false) {
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for (let c of raw.tunits) {
if (c.name == name) {
return;
}
}
let c: tex_unit_t = { name: name };
if (link != null) {
c.link = link;
}
if (is_image) {
c.image_uniform = is_image;
}
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array_push(raw.tunits, c);
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}
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function node_shader_context_make_vert(raw: node_shader_context_t): node_shader_t {
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raw.data.vertex_shader = raw.material.name + '_' + raw.data.name + '.vert';
raw.vert = node_shader_create(raw, 'vert');
return raw.vert;
}
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function node_shader_context_make_frag(raw: node_shader_context_t): node_shader_t {
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raw.data.fragment_shader = raw.material.name + '_' + raw.data.name + '.frag';
raw.frag = node_shader_create(raw, 'frag');
return raw.frag;
}
type material_t = {
name?: string;
canvas?: zui_node_canvas_t;
};