nodes/shadertoy: WIP simple shader rendering node

master
informatic 2022-07-07 01:59:43 +02:00
parent f324ba5ae6
commit d7b5dddb66
1 changed files with 118 additions and 0 deletions

118
nodes/shadertoy.lua Normal file
View File

@ -0,0 +1,118 @@
local node = Node:extend('nodes.shadertoy', {})
local smallFont = love.graphics.newFont('fonts/Lato-Light.ttf', 20)
function node:init(config)
node.super.init(self, config)
self.path = self.path or "test.glsl"
self.resolution = self.resolution or {1280, 720}
self:loadShader()
end
function node:beforeEnter()
self:loadShader()
end
function node:loadShader()
local iSystem = {}
local header = ""
local ender=[[
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec2 fragCoord = texture_coords * iResolution.xy;
mainImage( color, fragCoord );
return color;
}
]]
local file = love.filesystem.newFile(self.path)
file:open("r")
local shaderData = file:read()
shaderData = string.gsub(shaderData,"texture2D","Texel")
shaderData = string.gsub(shaderData,"iTime","iGlobalTime")
shaderData = string.gsub(shaderData,"precision highp float;","")
if string.find(shaderData,"iGlobalTime") then
iSystem.iGlobalTime=0
if not string.find(shaderData,"number iGlobalTime") then
header="extern number iGlobalTime;\n"..header
end
end
-- TODO
-- if string.find(shaderData,"iChannel") then
-- iSystem.iChannel={}
-- for k,v in pairs(shaderChannel) do
-- header="extern Image iChannel"..k..";\n"..header
-- end
-- end
if string.find(shaderData,"iMouse") then
iSystem.iMouse = {0, 0, -1, -1}
header = "extern vec4 iMouse;\n"..header
end
if string.find(shaderData,"iResolution") then
iSystem.iResolution = {self.resolution[1], self.resolution[2],1}
header = "extern vec3 iResolution;\n"..header
end
shaderData = header..shaderData
if not string.find(shaderData,"vec4 effect") then
shaderData = shaderData.."\n"..ender
end
print('Shader loaded')
self.shaderLoadError = nil
shaderLoaded, self.shader = pcall(love.graphics.newShader, shaderData)
if not shaderLoaded then
print('Shader load failed:', self.shader)
self.shaderLoadError = self.shader
self.shader = nil
else
print(shaderLoaded, self.shader)
if iSystem.iResolution then
self.shader:send("iResolution",iSystem.iResolution)
end
self.iSystem = iSystem
self.canvas = love.graphics.newCanvas(self.resolution[1], self.resolution[2])
self.renderCanvas = love.graphics.newCanvas(self.resolution[1], self.resolution[2])
end
end
function node:update(dt)
if self.shader ~= nil then
if self.iSystem.iGlobalTime then
self.iSystem.iGlobalTime=self.iSystem.iGlobalTime+dt
self.shader:send("iGlobalTime", self.iSystem.iGlobalTime)
end
end
end
function node:render()
love.graphics.setColor( 0, 0, 0 )
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
if self.shaderLoadError ~= nil then
print('render!')
love.graphics.setColor(1.0, 0.0, 0.0, 1.0)
love.graphics.setFont(smallFont)
love.graphics.printf(self.shaderLoadError, 0, 0.1*love.graphics.getHeight(), love.graphics.getWidth(), 'left');
elseif self.shader ~= nil then
oldCanvas = love.graphics.getCanvas( )
love.graphics.setColor( 1.0, 1.0, 1.0 )
self.canvas:renderTo(function ()
love.graphics.setShader(self.shader)
love.graphics.draw(self.renderCanvas)
love.graphics.setShader()
end)
love.graphics.setCanvas(oldCanvas)
love.graphics.draw(self.canvas,0,0,math.pi,love.graphics.getWidth() / self.resolution[1], love.graphics.getHeight() / self.resolution[2], self.resolution[1], self.resolution[2])
end
end
return node