Files
armorpaint/paint/sources/node_shader.ts
T
luboslenco 5405d47fcf Format
2025-10-15 18:39:55 +02:00

369 lines
9.2 KiB
TypeScript

type node_shader_t = {
context?: node_shader_context_t;
ins?: string[];
outs?: string[];
frag_out?: string;
consts?: string[];
textures?: string[];
functions?: map_t<string, string>;
vert?: string;
vert_end?: string;
vert_normal?: string;
vert_attribs?: string;
vert_write_normal?: i32;
frag?: string;
frag_end?: string;
frag_normal?: string;
frag_attribs?: string;
frag_write_normal?: i32;
// References
vert_n?: bool;
frag_bposition?: bool;
frag_wposition?: bool;
frag_mposition?: bool;
frag_vposition?: bool;
frag_wvpposition?: bool;
frag_ndcpos?: bool;
frag_wtangent?: bool;
frag_vvec?: bool;
frag_vvec_cam?: bool;
frag_n?: bool;
frag_nattr?: bool;
frag_dotnv?: bool;
};
function node_shader_create(context: node_shader_context_t): node_shader_t {
let raw: node_shader_t = {};
raw.context = context;
raw.ins = [];
raw.outs = [];
raw.frag_out = "float4";
raw.consts = [];
raw.textures = [];
raw.functions = map_create();
raw.vert = "";
raw.vert_end = "";
raw.vert_normal = "";
raw.vert_attribs = "";
raw.vert_write_normal = 0;
raw.frag = "";
raw.frag_end = "";
raw.frag_normal = "";
raw.frag_attribs = "";
raw.frag_write_normal = 0;
return raw;
}
function node_shader_add_in(raw: node_shader_t, s: string) {
array_push(raw.ins, s);
}
function node_shader_add_out(raw: node_shader_t, s: string) {
array_push(raw.outs, s);
}
function node_shader_add_constant(raw: node_shader_t, s: string, link: string = null) {
// inp: float4
if (array_index_of(raw.consts, s) == -1) {
let ar: string[] = string_split(s, ": ");
let uname: string = ar[0];
let utype: string = ar[1];
////
if (utype == "float2")
utype = "vec2";
if (utype == "float3")
utype = "vec3";
if (utype == "float4")
utype = "vec4";
if (utype == "float3x3")
utype = "mat3";
if (utype == "float4x4")
utype = "mat4";
////
array_push(raw.consts, s);
node_shader_context_add_constant(raw.context, utype, uname, link);
}
}
function node_shader_add_texture(raw: node_shader_t, name: string, link: string = null) {
if (array_index_of(raw.textures, name) == -1) {
array_push(raw.textures, name);
node_shader_context_add_texture_unit(raw.context, name, link);
}
}
function node_shader_add_function(raw: node_shader_t, s: string) {
let fname: string = string_split(s, "(")[0];
if (map_get(raw.functions, fname) != null) {
return;
}
map_set(raw.functions, fname, s);
}
function node_shader_write_vert(raw: node_shader_t, s: string) {
if (raw.vert_write_normal > 0) {
raw.vert_normal += s + "\n";
}
else {
raw.vert += s + "\n";
}
}
function node_shader_write_end_vert(raw: node_shader_t, s: string) {
raw.vert_end += s + "\n";
}
function node_shader_write_attrib_vert(raw: node_shader_t, s: string) {
raw.vert_attribs += s + "\n";
}
function node_shader_write_frag(raw: node_shader_t, s: string) {
if (raw.frag_write_normal > 0) {
raw.frag_normal += s + "\n";
}
else {
raw.frag += s + "\n";
}
}
function node_shader_write_attrib_frag(raw: node_shader_t, s: string) {
raw.frag_attribs += s + "\n";
}
function node_shader_data_size(raw: node_shader_t, data: string): string {
if (data == "float1") {
return "1";
}
else if (data == "float2" || data == "short2norm") {
return "2";
}
else if (data == "float3") {
return "3";
}
else { // float4 || short4norm
return "4";
}
}
function node_shader_vstruct_to_vsin(raw: node_shader_t) {
let vs: vertex_element_t[] = raw.context.data.vertex_elements;
for (let i: i32 = 0; i < vs.length; ++i) {
let e: vertex_element_t = vs[i];
node_shader_add_in(raw, "" + e.name + ": " +
"float" + node_shader_data_size(raw, e.data));
}
}
function node_shader_get(raw: node_shader_t): string {
node_shader_vstruct_to_vsin(raw);
let s: string = "";
s += "struct vert_in {\n";
for (let i: i32 = 0; i < raw.ins.length; ++i) {
let a: string = raw.ins[i];
s += "\t" + a + ";\n";
}
s += "}\n\n";
s += "struct vert_out {\n";
s += "\tpos: float4;\n";
for (let i: i32 = 0; i < raw.outs.length; ++i) {
let a: string = raw.outs[i];
s += "\t" + a + ";\n";
}
if (raw.consts.length == 0) {
s += "\tempty: float4;\n";
}
s += "}\n\n";
s += "#[set(everything)]\n";
s += "const constants: {\n";
for (let i: i32 = 0; i < raw.consts.length; ++i) {
let a: string = raw.consts[i];
s += "\t" + a + ";\n";
}
if (raw.consts.length == 0) {
s += "\tempty: float4;\n";
}
s += "};\n\n";
if (raw.textures.length > 0) {
s += "#[set(everything)]\n";
s += "const sampler_linear: sampler;\n\n";
}
for (let i: i32 = 0; i < raw.textures.length; ++i) {
let a: string = raw.textures[i];
s += "#[set(everything)]\n";
s += "const " + a + ": tex2d;\n";
}
let keys: string[] = map_keys(raw.functions);
for (let i: i32 = 0; i < keys.length; ++i) {
let f: string = map_get(raw.functions, keys[i]);
s += f + "\n";
}
s += "\n";
s += "fun kong_vert(input: vert_in): vert_out {\n";
s += "\tvar output: vert_out;\n\n";
s += raw.vert_attribs;
s += raw.vert_normal;
s += raw.vert;
s += raw.vert_end;
if (raw.consts.length == 0) {
s += "\toutput.empty = constants.empty;\n";
}
s += "\n\treturn output;\n";
s += "}\n\n";
s += "fun kong_frag(input: vert_out): " + raw.frag_out + " {\n";
s += "\tvar output: " + raw.frag_out + ";\n\n";
s += raw.frag_attribs;
s += raw.frag_normal;
s += raw.frag;
s += raw.frag_end;
s += "\n\treturn output;\n";
s += "}\n\n";
s += "#[pipe]\n";
s += "struct pipe {\n";
s += "\tvertex = kong_vert;\n";
s += "\tfragment = kong_frag;\n";
s += "}\n";
return s;
}
type material_t = {
name?: string;
canvas?: ui_node_canvas_t;
};
type node_shader_context_t = {
kong?: node_shader_t;
data?: shader_context_t;
allow_vcols?: bool;
material?: material_t;
};
function node_shader_context_create(material: material_t, props: shader_context_t): node_shader_context_t {
let raw: node_shader_context_t = {};
raw.material = material;
let vertex_elements_default: vertex_element_t[] = [ {name : "pos", data : "short4norm"}, {name : "nor", data : "short2norm"} ];
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,
alpha_blend_source : props.alpha_blend_source,
alpha_blend_destination : props.alpha_blend_destination,
fragment_shader : "",
vertex_shader : "",
vertex_elements : props.vertex_elements != null ? props.vertex_elements : vertex_elements_default,
color_attachments : props.color_attachments,
depth_attachment : props.depth_attachment
};
let rw: shader_context_t = raw.data;
rw._ = {};
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.data.texture_units = [];
raw.data.constants = [];
return raw;
}
function node_shader_context_add_elem(raw: node_shader_context_t, name: string, data_type: string) {
for (let i: i32 = 0; i < raw.data.vertex_elements.length; ++i) {
let e: vertex_element_t = raw.data.vertex_elements[i];
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 i: i32 = 0; i < raw.data.vertex_elements.length; ++i) {
let elem: vertex_element_t = raw.data.vertex_elements[i];
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 i: i32 = 0; i < raw.data.vertex_elements.length; ++i) {
let elem: vertex_element_t = raw.data.vertex_elements[i];
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 i: i32 = 0; i < raw.data.constants.length; ++i) {
let c: shader_const_t = raw.data.constants[i];
if (c.name == name) {
return;
}
}
let c: shader_const_t = {name : name, type : ctype};
if (link != null) {
c.link = link;
}
let consts: shader_const_t[] = raw.data.constants;
array_push(consts, c);
}
function node_shader_context_add_texture_unit(raw: node_shader_context_t, name: string, link: string = null) {
for (let i: i32 = 0; i < raw.data.texture_units.length; ++i) {
let c: tex_unit_t = raw.data.texture_units[i];
if (c.name == name) {
return;
}
}
let c: tex_unit_t = {name : name, link : link};
array_push(raw.data.texture_units, c);
}
function node_shader_context_make_kong(raw: node_shader_context_t): node_shader_t {
raw.data.vertex_shader = raw.material.name + "_" + raw.data.name + ".vert";
raw.data.fragment_shader = raw.material.name + "_" + raw.data.name + ".frag";
raw.kong = node_shader_create(raw);
return raw.kong;
}