type vector_node_t = { base?: logic_node_t; value?: vec4_t; image?: gpu_texture_t; }; function vector_node_create(raw: ui_node_t, args: f32_array_t): vector_node_t { let n: vector_node_t = {}; n.base = logic_node_create(n); n.base.get = vector_node_get; n.base.get_as_image = vector_node_get_as_image; n.base.set = vector_node_set; n.value = vec4_create(); if (args != null) { logic_node_add_input(n.base, float_node_create(null, f32_array_create_x(args[0])), 0); logic_node_add_input(n.base, float_node_create(null, f32_array_create_x(args[1])), 0); logic_node_add_input(n.base, float_node_create(null, f32_array_create_x(args[2])), 0); } return n; } function vector_node_get(self: vector_node_t, from: i32): logic_node_value_t { let x: f32 = logic_node_input_get(self.base.inputs[0])._f32; let y: f32 = logic_node_input_get(self.base.inputs[1])._f32; let z: f32 = logic_node_input_get(self.base.inputs[2])._f32; self.value.x = x; self.value.y = y; self.value.z = z; let v: logic_node_value_t = { _vec4: self.value }; return v; } function vector_node_get_as_image(self: vector_node_t, from: i32): gpu_texture_t { // let x: f32 = logic_node_input_get(self.base.inputs[0]); // let y: f32 = logic_node_input_get(self.base.inputs[1]); // let z: f32 = logic_node_input_get(self.base.inputs[2]); if (self.image != null) { iron_delete_texture(self.image); } let b: buffer_t = buffer_create(16); let n0: float_node_t = self.base.inputs[0].node; let n1: float_node_t = self.base.inputs[1].node; let n2: float_node_t = self.base.inputs[2].node; buffer_set_f32(b, 0, n0.value); buffer_set_f32(b, 4, n1.value); buffer_set_f32(b, 8, n2.value); buffer_set_f32(b, 12, 1.0); self.image = gpu_create_texture_from_bytes(b, 1, 1, tex_format_t.RGBA128); return self.image; } function vector_node_set(self: vector_node_t, value: f32_array_t) { logic_node_input_set(self.base.inputs[0], f32_array_create_x(value[0])); logic_node_input_set(self.base.inputs[1], f32_array_create_x(value[1])); logic_node_input_set(self.base.inputs[2], f32_array_create_x(value[2])); } let vector_node_def: ui_node_t = { id: 0, name: _tr("Vector"), type: "vector_node", x: 0, y: 0, color: 0xff4982a0, inputs: [ { id: 0, node_id: 0, name: _tr("X"), type: "VALUE", color: 0xffa1a1a1, default_value: f32_array_create_x(0.0), min: 0.0, max: 1.0, precision: 100, display: 0 }, { id: 0, node_id: 0, name: _tr("Y"), type: "VALUE", color: 0xffa1a1a1, default_value: f32_array_create_x(0.0), min: 0.0, max: 1.0, precision: 100, display: 0 }, { id: 0, node_id: 0, name: _tr("Z"), type: "VALUE", color: 0xffa1a1a1, default_value: f32_array_create_x(0.0), min: 0.0, max: 1.0, precision: 100, display: 0 } ], outputs: [ { id: 0, node_id: 0, name: _tr("Vector"), type: "VECTOR", color: 0xff6363c7, default_value: f32_array_create_xyz(0.0, 0.0, 0.0), min: 0.0, max: 1.0, precision: 100, display: 0 } ], buttons: [], width: 0 };