vector_node.ts 3.0 KB

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  1. type vector_node_t = {
  2. base?: logic_node_t;
  3. value?: vec4_t;
  4. image?: gpu_texture_t;
  5. };
  6. function vector_node_create(raw: ui_node_t, args: f32_array_t): vector_node_t {
  7. let n: vector_node_t = {};
  8. n.base = logic_node_create(n);
  9. n.base.get = vector_node_get;
  10. n.base.get_as_image = vector_node_get_as_image;
  11. n.base.set = vector_node_set;
  12. n.value = vec4_create();
  13. if (args != null) {
  14. logic_node_add_input(n.base, float_node_create(null, f32_array_create_x(args[0])), 0);
  15. logic_node_add_input(n.base, float_node_create(null, f32_array_create_x(args[1])), 0);
  16. logic_node_add_input(n.base, float_node_create(null, f32_array_create_x(args[2])), 0);
  17. }
  18. return n;
  19. }
  20. function vector_node_get(self: vector_node_t, from: i32): logic_node_value_t {
  21. let x: f32 = logic_node_input_get(self.base.inputs[0])._f32;
  22. let y: f32 = logic_node_input_get(self.base.inputs[1])._f32;
  23. let z: f32 = logic_node_input_get(self.base.inputs[2])._f32;
  24. self.value.x = x;
  25. self.value.y = y;
  26. self.value.z = z;
  27. let v: logic_node_value_t = { _vec4: self.value };
  28. return v;
  29. }
  30. function vector_node_get_as_image(self: vector_node_t, from: i32): gpu_texture_t {
  31. // let x: f32 = logic_node_input_get(self.base.inputs[0]);
  32. // let y: f32 = logic_node_input_get(self.base.inputs[1]);
  33. // let z: f32 = logic_node_input_get(self.base.inputs[2]);
  34. if (self.image != null) {
  35. iron_delete_texture(self.image);
  36. }
  37. let b: buffer_t = buffer_create(16);
  38. let n0: float_node_t = self.base.inputs[0].node;
  39. let n1: float_node_t = self.base.inputs[1].node;
  40. let n2: float_node_t = self.base.inputs[2].node;
  41. buffer_set_f32(b, 0, n0.value);
  42. buffer_set_f32(b, 4, n1.value);
  43. buffer_set_f32(b, 8, n2.value);
  44. buffer_set_f32(b, 12, 1.0);
  45. self.image = gpu_create_texture_from_bytes(b, 1, 1, tex_format_t.RGBA128);
  46. return self.image;
  47. }
  48. function vector_node_set(self: vector_node_t, value: f32_array_t) {
  49. logic_node_input_set(self.base.inputs[0], f32_array_create_x(value[0]));
  50. logic_node_input_set(self.base.inputs[1], f32_array_create_x(value[1]));
  51. logic_node_input_set(self.base.inputs[2], f32_array_create_x(value[2]));
  52. }
  53. let vector_node_def: ui_node_t = {
  54. id: 0,
  55. name: _tr("Vector"),
  56. type: "vector_node",
  57. x: 0,
  58. y: 0,
  59. color: 0xff4982a0,
  60. inputs: [
  61. {
  62. id: 0,
  63. node_id: 0,
  64. name: _tr("X"),
  65. type: "VALUE",
  66. color: 0xffa1a1a1,
  67. default_value: f32_array_create_x(0.0),
  68. min: 0.0,
  69. max: 1.0,
  70. precision: 100,
  71. display: 0
  72. },
  73. {
  74. id: 0,
  75. node_id: 0,
  76. name: _tr("Y"),
  77. type: "VALUE",
  78. color: 0xffa1a1a1,
  79. default_value: f32_array_create_x(0.0),
  80. min: 0.0,
  81. max: 1.0,
  82. precision: 100,
  83. display: 0
  84. },
  85. {
  86. id: 0,
  87. node_id: 0,
  88. name: _tr("Z"),
  89. type: "VALUE",
  90. color: 0xffa1a1a1,
  91. default_value: f32_array_create_x(0.0),
  92. min: 0.0,
  93. max: 1.0,
  94. precision: 100,
  95. display: 0
  96. }
  97. ],
  98. outputs: [
  99. {
  100. id: 0,
  101. node_id: 0,
  102. name: _tr("Vector"),
  103. type: "VECTOR",
  104. color: 0xff6363c7,
  105. default_value: f32_array_create_xyz(0.0, 0.0, 0.0),
  106. min: 0.0,
  107. max: 1.0,
  108. precision: 100,
  109. display: 0
  110. }
  111. ],
  112. buttons: [],
  113. width: 0
  114. };