nodes/shadertoy: WIP simple shader rendering node
parent
f324ba5ae6
commit
d7b5dddb66
|
@ -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
|
Loading…
Reference in New Issue