Files
armorpaint/Sources/arm/node/MakeNodePreview.hx
T
2020-09-01 00:01:20 +02:00

73 lines
2.2 KiB
Haxe

package arm.node;
import zui.Nodes;
import iron.data.SceneFormat;
import arm.shader.MaterialParser;
import arm.shader.NodeShader;
import arm.shader.NodeShaderData;
import arm.shader.NodeShaderContext;
class MakeNodePreview {
@:access(arm.shader.MaterialParser)
public static function run(data: NodeShaderData, matcon: TMaterialContext): NodeShaderContext {
var context_id = "mesh";
var con_mesh: NodeShaderContext = data.add_context({
name: context_id,
depth_write: true,
compare_mode: "less",
cull_mode: "clockwise",
vertex_elements: [{name: "pos", data: "float3"}],
color_attachments: ["RGBA32"]
});
var vert = con_mesh.make_vert();
var frag = con_mesh.make_frag();
frag.ins = vert.outs;
vert.write_attrib('gl_Position = vec4(pos.xy, 0.0, 1.0);');
vert.add_out('vec2 texCoord');
vert.write_attrib('const vec2 madd = vec2(0.5, 0.5);');
vert.write_attrib('texCoord = pos.xy * madd + madd;');
#if (!kha_opengl)
vert.write_attrib('texCoord.y = 1.0 - texCoord.y;');
#end
vert.write_attrib('vec3 nor = vec3(0.0, 0.0, 1.0);');
var canvas_nodes = Context.material.canvas.nodes;
var canvas_links = Context.material.canvas.links;
var nodes = Context.material.nodes;
var link: TNodeLink = { id: nodes.getLinkId(canvas_links), from_id: nodes.nodesSelected[0].id, from_socket: 0, to_id: 0, to_socket: 0 };
canvas_links.push(link);
MaterialParser.init();
MaterialParser.nodes = canvas_nodes;
MaterialParser.links = canvas_links;
MaterialParser.con = con_mesh;
MaterialParser.vert = vert;
MaterialParser.frag = frag;
MaterialParser.curshader = frag;
MaterialParser.matcon = matcon;
var res = MaterialParser.write_result(link);
var st = nodes.nodesSelected[0].outputs[link.from_socket].type;
if (st != "RGB" && st != "RGBA" && st != "VECTOR") {
res = MaterialParser.to_vec3(res);
}
canvas_links.remove(link);
frag.add_out('vec4 fragColor');
frag.write('vec3 basecol = $res;');
frag.write('fragColor = vec4(basecol.rgb, 1.0);');
MaterialParser.finalize(con_mesh);
con_mesh.data.shader_from_source = true;
con_mesh.data.vertex_shader = vert.get();
con_mesh.data.fragment_shader = frag.get();
return con_mesh;
}
}