class node_shader_context_t { vert: node_shader_t; frag: node_shader_t; data: shader_context_t; allow_vcols: bool = false; material: material_t; constants: shader_const_t[]; tunits: tex_unit_t[]; } 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(); 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; } function node_shader_context_add_elem(raw: node_shader_context_t, name: string, data_type: string) { for (let e of raw.data.vertex_elements) { if (e.name == name) { return; } } let elem: vertex_element_t = { name: name, data: data_type }; array_push(raw.data.vertex_elements, elem); } function node_shader_context_is_elem(raw: node_shader_context_t, name: string): bool { for (let elem of raw.data.vertex_elements) { if (elem.name == name) { return true; } } return false; } function node_shader_context_get_elem(raw: node_shader_context_t, name: string): vertex_element_t { for (let elem of raw.data.vertex_elements) { if (elem.name == name) { return elem; } } return null; } function node_shader_context_add_constant(raw: node_shader_context_t, ctype: string, name: string, link: string = null) { 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; } array_push(raw.constants, c); } function node_shader_context_add_texture_unit(raw: node_shader_context_t, ctype: string, name: string, link: string = null, is_image: bool = false) { 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; } array_push(raw.tunits, c); } function node_shader_context_make_vert(raw: node_shader_context_t): node_shader_t { raw.data.vertex_shader = raw.material.name + '_' + raw.data.name + '.vert'; raw.vert = node_shader_create(raw, 'vert'); return raw.vert; } function node_shader_context_make_frag(raw: node_shader_context_t): node_shader_t { 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; };