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, ctype: string, 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; }