From 4d3fee52d94a4595fc6d838b82ca90aae3f2ef3a Mon Sep 17 00:00:00 2001 From: tamat Date: Thu, 15 Nov 2018 18:17:52 +0100 Subject: [PATCH] fix builds --- build/litegraph.js | 15927 +++++++++++++++++++++---------------------- 1 file changed, 7660 insertions(+), 8267 deletions(-) diff --git a/build/litegraph.js b/build/litegraph.js index aa3527197..0acdb4083 100644 --- a/build/litegraph.js +++ b/build/litegraph.js @@ -6772,6 +6772,9 @@ LGraphCanvas.prototype.prompt = function( title, value, callback, event ) return dialog; } + +LGraphCanvas.search_filter = false; +LGraphCanvas.search_limit = -1; LGraphCanvas.prototype.showSearchBox = function(event) { var that = this; @@ -6900,30 +6903,48 @@ LGraphCanvas.prototype.showSearchBox = function(event) selected.scrollIntoView(); } - function refreshHelper() - { - timeout = null; - var str = input.value; - first = null; - helper.innerHTML = ""; - if(!str) - return; + function refreshHelper() { + timeout = null; + var str = input.value; + first = null; + helper.innerHTML = ""; + if (!str) + return; - if( that.onSearchBox ) - that.onSearchBox( help, str, graphcanvas ); - else - for( var i in LiteGraph.registered_node_types ) - if(i.indexOf(str) != -1) - { - var help = document.createElement("div"); - if(!first) first = i; - help.innerText = i; - help.className = "litegraph lite-search-item"; - help.addEventListener("click", function(e){ - select( this.innerText ); - }); - helper.appendChild(help); + if (that.onSearchBox){ + that.onSearchBox(help, str, graphcanvas); + } else { + function addResult(result) { + var help = document.createElement("div"); + if (!first) first = result; + help.innerText = result; + help.className = "litegraph lite-search-item"; + help.addEventListener("click", function (e) { + select(this.innerText); + }); + helper.appendChild(help); + } + let c = 0; + if(LGraphCanvas.search_filter) { + str = str.toLowerCase(); + + var keys = Object.keys(LiteGraph.registered_node_types); + var filtered = keys.filter(function (item) { + return item.toLowerCase().indexOf(str) !== -1; + }); + for(var i = 0; i < filtered.length; i++) { + addResult(filtered[i]); + if(LGraphCanvas.search_limit !== -1 && c++ > LGraphCanvas.search_limit) break; } + } else { + for (var i in LiteGraph.registered_node_types) { + if (i.indexOf(str) != -1) { + addResult(i); + if(LGraphCanvas.search_limit !== -1 && c++ > LGraphCanvas.search_limit) break; + } + } + } + } } return dialog; @@ -8485,179 +8506,179 @@ LiteGraph.registerNodeType("basic/script", NodeScript ); })(this); -//event related nodes -(function(global){ -var LiteGraph = global.LiteGraph; - -//Show value inside the debug console -function LogEvent() -{ - this.size = [60,20]; - this.addInput("event", LiteGraph.ACTION); -} - -LogEvent.title = "Log Event"; -LogEvent.desc = "Log event in console"; - -LogEvent.prototype.onAction = function( action, param ) -{ - console.log( action, param ); -} - -LiteGraph.registerNodeType("events/log", LogEvent ); - - -//Filter events -function FilterEvent() -{ - this.size = [60,20]; - this.addInput("event", LiteGraph.ACTION); - this.addOutput("event", LiteGraph.EVENT); - this.properties = { - equal_to: "", - has_property:"", - property_equal_to: "" - }; -} - -FilterEvent.title = "Filter Event"; -FilterEvent.desc = "Blocks events that do not match the filter"; - -FilterEvent.prototype.onAction = function( action, param ) -{ - if( param == null ) - return; - - if( this.properties.equal_to && this.properties.equal_to != param ) - return; - - if( this.properties.has_property ) - { - var prop = param[ this.properties.has_property ]; - if( prop == null ) - return; - - if( this.properties.property_equal_to && this.properties.property_equal_to != prop ) - return; - } - - this.triggerSlot(0,param); -} - -LiteGraph.registerNodeType("events/filter", FilterEvent ); - -//Show value inside the debug console -function DelayEvent() -{ - this.size = [60,20]; - this.addProperty( "time", 1000 ); - this.addInput("event", LiteGraph.ACTION); - this.addOutput("on_time", LiteGraph.EVENT); - - this._pending = []; -} - -DelayEvent.title = "Delay"; -DelayEvent.desc = "Delays one event"; - -DelayEvent.prototype.onAction = function(action, param) -{ - this._pending.push([ this.properties.time, param ]); -} - -DelayEvent.prototype.onExecute = function() -{ - var dt = this.graph.elapsed_time * 1000; //in ms - - for(var i = 0; i < this._pending.length; ++i) - { - var action = this._pending[i]; - action[0] -= dt; - if( action[0] > 0 ) - continue; - - //remove - this._pending.splice(i,1); - --i; - - //trigger - this.trigger(null, action[1]); - } -} - -DelayEvent.prototype.onGetInputs = function() -{ - return [["event",LiteGraph.ACTION]]; -} - -LiteGraph.registerNodeType("events/delay", DelayEvent ); - - -//Show value inside the debug console -function TimerEvent() -{ - this.addProperty("interval", 1000); - this.addProperty("event", "tick"); - this.addOutput("on_tick", LiteGraph.EVENT); - this.time = 0; - this.last_interval = 1000; - this.triggered = false; -} - -TimerEvent.title = "Timer"; -TimerEvent.desc = "Sends an event every N milliseconds"; - -TimerEvent.prototype.onStart = function() -{ - this.time = 0; -} - -TimerEvent.prototype.getTitle = function() -{ - return "Timer: " + this.last_interval.toString() + "ms"; -} - -TimerEvent.on_color = "#AAA"; -TimerEvent.off_color = "#222"; - -TimerEvent.prototype.onDrawBackground = function() -{ - this.boxcolor = this.triggered ? TimerEvent.on_color : TimerEvent.off_color; - this.triggered = false; -} - -TimerEvent.prototype.onExecute = function() -{ - var dt = this.graph.elapsed_time * 1000; //in ms - this.time += dt; - this.last_interval = Math.max(1, this.getInputOrProperty("interval") | 0); - - if( this.time < this.last_interval || isNaN(this.last_interval) ) - { - if( this.inputs && this.inputs.length > 1 && this.inputs[1] ) - this.setOutputData(1,false); - return; - } - this.triggered = true; - this.time = this.time % this.last_interval; - this.trigger( "on_tick", this.properties.event ); - if( this.inputs && this.inputs.length > 1 && this.inputs[1] ) - this.setOutputData( 1, true ); -} - -TimerEvent.prototype.onGetInputs = function() -{ - return [["interval","number"]]; -} - -TimerEvent.prototype.onGetOutputs = function() -{ - return [["tick","boolean"]]; -} - -LiteGraph.registerNodeType("events/timer", TimerEvent ); - - +//event related nodes +(function(global){ +var LiteGraph = global.LiteGraph; + +//Show value inside the debug console +function LogEvent() +{ + this.size = [60,20]; + this.addInput("event", LiteGraph.ACTION); +} + +LogEvent.title = "Log Event"; +LogEvent.desc = "Log event in console"; + +LogEvent.prototype.onAction = function( action, param ) +{ + console.log( action, param ); +} + +LiteGraph.registerNodeType("events/log", LogEvent ); + + +//Filter events +function FilterEvent() +{ + this.size = [60,20]; + this.addInput("event", LiteGraph.ACTION); + this.addOutput("event", LiteGraph.EVENT); + this.properties = { + equal_to: "", + has_property:"", + property_equal_to: "" + }; +} + +FilterEvent.title = "Filter Event"; +FilterEvent.desc = "Blocks events that do not match the filter"; + +FilterEvent.prototype.onAction = function( action, param ) +{ + if( param == null ) + return; + + if( this.properties.equal_to && this.properties.equal_to != param ) + return; + + if( this.properties.has_property ) + { + var prop = param[ this.properties.has_property ]; + if( prop == null ) + return; + + if( this.properties.property_equal_to && this.properties.property_equal_to != prop ) + return; + } + + this.triggerSlot(0,param); +} + +LiteGraph.registerNodeType("events/filter", FilterEvent ); + +//Show value inside the debug console +function DelayEvent() +{ + this.size = [60,20]; + this.addProperty( "time", 1000 ); + this.addInput("event", LiteGraph.ACTION); + this.addOutput("on_time", LiteGraph.EVENT); + + this._pending = []; +} + +DelayEvent.title = "Delay"; +DelayEvent.desc = "Delays one event"; + +DelayEvent.prototype.onAction = function(action, param) +{ + this._pending.push([ this.properties.time, param ]); +} + +DelayEvent.prototype.onExecute = function() +{ + var dt = this.graph.elapsed_time * 1000; //in ms + + for(var i = 0; i < this._pending.length; ++i) + { + var action = this._pending[i]; + action[0] -= dt; + if( action[0] > 0 ) + continue; + + //remove + this._pending.splice(i,1); + --i; + + //trigger + this.trigger(null, action[1]); + } +} + +DelayEvent.prototype.onGetInputs = function() +{ + return [["event",LiteGraph.ACTION]]; +} + +LiteGraph.registerNodeType("events/delay", DelayEvent ); + + +//Show value inside the debug console +function TimerEvent() +{ + this.addProperty("interval", 1000); + this.addProperty("event", "tick"); + this.addOutput("on_tick", LiteGraph.EVENT); + this.time = 0; + this.last_interval = 1000; + this.triggered = false; +} + +TimerEvent.title = "Timer"; +TimerEvent.desc = "Sends an event every N milliseconds"; + +TimerEvent.prototype.onStart = function() +{ + this.time = 0; +} + +TimerEvent.prototype.getTitle = function() +{ + return "Timer: " + this.last_interval.toString() + "ms"; +} + +TimerEvent.on_color = "#AAA"; +TimerEvent.off_color = "#222"; + +TimerEvent.prototype.onDrawBackground = function() +{ + this.boxcolor = this.triggered ? TimerEvent.on_color : TimerEvent.off_color; + this.triggered = false; +} + +TimerEvent.prototype.onExecute = function() +{ + var dt = this.graph.elapsed_time * 1000; //in ms + this.time += dt; + this.last_interval = Math.max(1, this.getInputOrProperty("interval") | 0); + + if( this.time < this.last_interval || isNaN(this.last_interval) ) + { + if( this.inputs && this.inputs.length > 1 && this.inputs[1] ) + this.setOutputData(1,false); + return; + } + this.triggered = true; + this.time = this.time % this.last_interval; + this.trigger( "on_tick", this.properties.event ); + if( this.inputs && this.inputs.length > 1 && this.inputs[1] ) + this.setOutputData( 1, true ); +} + +TimerEvent.prototype.onGetInputs = function() +{ + return [["interval","number"]]; +} + +TimerEvent.prototype.onGetOutputs = function() +{ + return [["tick","boolean"]]; +} + +LiteGraph.registerNodeType("events/timer", TimerEvent ); + + })(this); //widgets (function(global){ @@ -9385,1924 +9406,1296 @@ var LiteGraph = global.LiteGraph; LiteGraph.registerNodeType("widget/panel", WidgetPanel ); })(this); -(function(global){ -var LiteGraph = global.LiteGraph; - -function GamepadInput() -{ - this.addOutput("left_x_axis","number"); - this.addOutput("left_y_axis","number"); - this.addOutput( "button_pressed", LiteGraph.EVENT ); - this.properties = { gamepad_index: 0, threshold: 0.1 }; - - this._left_axis = new Float32Array(2); - this._right_axis = new Float32Array(2); - this._triggers = new Float32Array(2); - this._previous_buttons = new Uint8Array(17); - this._current_buttons = new Uint8Array(17); -} - -GamepadInput.title = "Gamepad"; -GamepadInput.desc = "gets the input of the gamepad"; - -GamepadInput.zero = new Float32Array(2); -GamepadInput.buttons = ["a","b","x","y","lb","rb","lt","rt","back","start","ls","rs","home"]; - -GamepadInput.prototype.onExecute = function() -{ - //get gamepad - var gamepad = this.getGamepad(); - var threshold = this.properties.threshold || 0.0; - - if(gamepad) - { - this._left_axis[0] = Math.abs( gamepad.xbox.axes["lx"] ) > threshold ? gamepad.xbox.axes["lx"] : 0; - this._left_axis[1] = Math.abs( gamepad.xbox.axes["ly"] ) > threshold ? gamepad.xbox.axes["ly"] : 0; - this._right_axis[0] = Math.abs( gamepad.xbox.axes["rx"] ) > threshold ? gamepad.xbox.axes["rx"] : 0; - this._right_axis[1] = Math.abs( gamepad.xbox.axes["ry"] ) > threshold ? gamepad.xbox.axes["ry"] : 0; - this._triggers[0] = Math.abs( gamepad.xbox.axes["ltrigger"] ) > threshold ? gamepad.xbox.axes["ltrigger"] : 0; - this._triggers[1] = Math.abs( gamepad.xbox.axes["rtrigger"] ) > threshold ? gamepad.xbox.axes["rtrigger"] : 0; - } - - if(this.outputs) - { - for(var i = 0; i < this.outputs.length; i++) - { - var output = this.outputs[i]; - if(!output.links || !output.links.length) - continue; - var v = null; - - if(gamepad) - { - switch( output.name ) - { - case "left_axis": v = this._left_axis; break; - case "right_axis": v = this._right_axis; break; - case "left_x_axis": v = this._left_axis[0]; break; - case "left_y_axis": v = this._left_axis[1]; break; - case "right_x_axis": v = this._right_axis[0]; break; - case "right_y_axis": v = this._right_axis[1]; break; - case "trigger_left": v = this._triggers[0]; break; - case "trigger_right": v = this._triggers[1]; break; - case "a_button": v = gamepad.xbox.buttons["a"] ? 1 : 0; break; - case "b_button": v = gamepad.xbox.buttons["b"] ? 1 : 0; break; - case "x_button": v = gamepad.xbox.buttons["x"] ? 1 : 0; break; - case "y_button": v = gamepad.xbox.buttons["y"] ? 1 : 0; break; - case "lb_button": v = gamepad.xbox.buttons["lb"] ? 1 : 0; break; - case "rb_button": v = gamepad.xbox.buttons["rb"] ? 1 : 0; break; - case "ls_button": v = gamepad.xbox.buttons["ls"] ? 1 : 0; break; - case "rs_button": v = gamepad.xbox.buttons["rs"] ? 1 : 0; break; - case "start_button": v = gamepad.xbox.buttons["start"] ? 1 : 0; break; - case "back_button": v = gamepad.xbox.buttons["back"] ? 1 : 0; break; - case "button_pressed": - for(var j = 0; j < this._current_buttons.length; ++j) - { - if( this._current_buttons[j] && !this._previous_buttons[j] ) - this.triggerSlot( i, GamepadInput.buttons[j] ); - } - break; - default: break; - } - } - else - { - //if no gamepad is connected, output 0 - switch( output.name ) - { - case "button_pressed": break; - case "left_axis": - case "right_axis": - v = GamepadInput.zero; - break; - default: - v = 0; - } - } - this.setOutputData(i,v); - } - } -} - -GamepadInput.prototype.getGamepad = function() -{ - var getGamepads = navigator.getGamepads || navigator.webkitGetGamepads || navigator.mozGetGamepads; - if(!getGamepads) - return null; - var gamepads = getGamepads.call(navigator); - var gamepad = null; - - this._previous_buttons.set( this._current_buttons ); - - //pick the first connected - for(var i = this.properties.gamepad_index; i < 4; i++) - { - if (gamepads[i]) - { - gamepad = gamepads[i]; - - //xbox controller mapping - var xbox = this.xbox_mapping; - if(!xbox) - xbox = this.xbox_mapping = { axes:[], buttons:{}, hat: ""}; - - xbox.axes["lx"] = gamepad.axes[0]; - xbox.axes["ly"] = gamepad.axes[1]; - xbox.axes["rx"] = gamepad.axes[2]; - xbox.axes["ry"] = gamepad.axes[3]; - xbox.axes["ltrigger"] = gamepad.buttons[6].value; - xbox.axes["rtrigger"] = gamepad.buttons[7].value; - - for(var j = 0; j < gamepad.buttons.length; j++) - { - this._current_buttons[j] = gamepad.buttons[j].pressed; - - //mapping of XBOX - switch(j) //I use a switch to ensure that a player with another gamepad could play - { - case 0: xbox.buttons["a"] = gamepad.buttons[j].pressed; break; - case 1: xbox.buttons["b"] = gamepad.buttons[j].pressed; break; - case 2: xbox.buttons["x"] = gamepad.buttons[j].pressed; break; - case 3: xbox.buttons["y"] = gamepad.buttons[j].pressed; break; - case 4: xbox.buttons["lb"] = gamepad.buttons[j].pressed; break; - case 5: xbox.buttons["rb"] = gamepad.buttons[j].pressed; break; - case 6: xbox.buttons["lt"] = gamepad.buttons[j].pressed; break; - case 7: xbox.buttons["rt"] = gamepad.buttons[j].pressed; break; - case 8: xbox.buttons["back"] = gamepad.buttons[j].pressed; break; - case 9: xbox.buttons["start"] = gamepad.buttons[j].pressed; break; - case 10: xbox.buttons["ls"] = gamepad.buttons[j].pressed; break; - case 11: xbox.buttons["rs"] = gamepad.buttons[j].pressed; break; - case 12: if( gamepad.buttons[j].pressed) xbox.hat += "up"; break; - case 13: if( gamepad.buttons[j].pressed) xbox.hat += "down"; break; - case 14: if( gamepad.buttons[j].pressed) xbox.hat += "left"; break; - case 15: if( gamepad.buttons[j].pressed) xbox.hat += "right"; break; - case 16: xbox.buttons["home"] = gamepad.buttons[j].pressed; break; - default: - } - } - gamepad.xbox = xbox; - return gamepad; - } - } -} - -GamepadInput.prototype.onDrawBackground = function(ctx) -{ - if(this.flags.collapsed) - return; - - //render gamepad state? - var la = this._left_axis; - var ra = this._right_axis; - ctx.strokeStyle = "#88A"; - ctx.strokeRect( (la[0] + 1) * 0.5 * this.size[0] - 4, (la[1] + 1) * 0.5 * this.size[1] - 4, 8, 8 ); - ctx.strokeStyle = "#8A8"; - ctx.strokeRect( (ra[0] + 1) * 0.5 * this.size[0] - 4, (ra[1] + 1) * 0.5 * this.size[1] - 4, 8, 8 ); - var h = this.size[1] / this._current_buttons.length - ctx.fillStyle = "#AEB"; - for(var i = 0; i < this._current_buttons.length; ++i) - if(this._current_buttons[i]) - ctx.fillRect( 0, h * i, 6, h); -} - -GamepadInput.prototype.onGetOutputs = function() { - return [ - ["left_axis","vec2"], - ["right_axis","vec2"], - ["left_x_axis","number"], - ["left_y_axis","number"], - ["right_x_axis","number"], - ["right_y_axis","number"], - ["trigger_left","number"], - ["trigger_right","number"], - ["a_button","number"], - ["b_button","number"], - ["x_button","number"], - ["y_button","number"], - ["lb_button","number"], - ["rb_button","number"], - ["ls_button","number"], - ["rs_button","number"], - ["start","number"], - ["back","number"], - ["button_pressed", LiteGraph.EVENT] - ]; -} - -LiteGraph.registerNodeType("input/gamepad", GamepadInput ); - +(function(global){ +var LiteGraph = global.LiteGraph; + +function GamepadInput() +{ + this.addOutput("left_x_axis","number"); + this.addOutput("left_y_axis","number"); + this.addOutput( "button_pressed", LiteGraph.EVENT ); + this.properties = { gamepad_index: 0, threshold: 0.1 }; + + this._left_axis = new Float32Array(2); + this._right_axis = new Float32Array(2); + this._triggers = new Float32Array(2); + this._previous_buttons = new Uint8Array(17); + this._current_buttons = new Uint8Array(17); +} + +GamepadInput.title = "Gamepad"; +GamepadInput.desc = "gets the input of the gamepad"; + +GamepadInput.zero = new Float32Array(2); +GamepadInput.buttons = ["a","b","x","y","lb","rb","lt","rt","back","start","ls","rs","home"]; + +GamepadInput.prototype.onExecute = function() +{ + //get gamepad + var gamepad = this.getGamepad(); + var threshold = this.properties.threshold || 0.0; + + if(gamepad) + { + this._left_axis[0] = Math.abs( gamepad.xbox.axes["lx"] ) > threshold ? gamepad.xbox.axes["lx"] : 0; + this._left_axis[1] = Math.abs( gamepad.xbox.axes["ly"] ) > threshold ? gamepad.xbox.axes["ly"] : 0; + this._right_axis[0] = Math.abs( gamepad.xbox.axes["rx"] ) > threshold ? gamepad.xbox.axes["rx"] : 0; + this._right_axis[1] = Math.abs( gamepad.xbox.axes["ry"] ) > threshold ? gamepad.xbox.axes["ry"] : 0; + this._triggers[0] = Math.abs( gamepad.xbox.axes["ltrigger"] ) > threshold ? gamepad.xbox.axes["ltrigger"] : 0; + this._triggers[1] = Math.abs( gamepad.xbox.axes["rtrigger"] ) > threshold ? gamepad.xbox.axes["rtrigger"] : 0; + } + + if(this.outputs) + { + for(var i = 0; i < this.outputs.length; i++) + { + var output = this.outputs[i]; + if(!output.links || !output.links.length) + continue; + var v = null; + + if(gamepad) + { + switch( output.name ) + { + case "left_axis": v = this._left_axis; break; + case "right_axis": v = this._right_axis; break; + case "left_x_axis": v = this._left_axis[0]; break; + case "left_y_axis": v = this._left_axis[1]; break; + case "right_x_axis": v = this._right_axis[0]; break; + case "right_y_axis": v = this._right_axis[1]; break; + case "trigger_left": v = this._triggers[0]; break; + case "trigger_right": v = this._triggers[1]; break; + case "a_button": v = gamepad.xbox.buttons["a"] ? 1 : 0; break; + case "b_button": v = gamepad.xbox.buttons["b"] ? 1 : 0; break; + case "x_button": v = gamepad.xbox.buttons["x"] ? 1 : 0; break; + case "y_button": v = gamepad.xbox.buttons["y"] ? 1 : 0; break; + case "lb_button": v = gamepad.xbox.buttons["lb"] ? 1 : 0; break; + case "rb_button": v = gamepad.xbox.buttons["rb"] ? 1 : 0; break; + case "ls_button": v = gamepad.xbox.buttons["ls"] ? 1 : 0; break; + case "rs_button": v = gamepad.xbox.buttons["rs"] ? 1 : 0; break; + case "start_button": v = gamepad.xbox.buttons["start"] ? 1 : 0; break; + case "back_button": v = gamepad.xbox.buttons["back"] ? 1 : 0; break; + case "button_pressed": + for(var j = 0; j < this._current_buttons.length; ++j) + { + if( this._current_buttons[j] && !this._previous_buttons[j] ) + this.triggerSlot( i, GamepadInput.buttons[j] ); + } + break; + default: break; + } + } + else + { + //if no gamepad is connected, output 0 + switch( output.name ) + { + case "button_pressed": break; + case "left_axis": + case "right_axis": + v = GamepadInput.zero; + break; + default: + v = 0; + } + } + this.setOutputData(i,v); + } + } +} + +GamepadInput.prototype.getGamepad = function() +{ + var getGamepads = navigator.getGamepads || navigator.webkitGetGamepads || navigator.mozGetGamepads; + if(!getGamepads) + return null; + var gamepads = getGamepads.call(navigator); + var gamepad = null; + + this._previous_buttons.set( this._current_buttons ); + + //pick the first connected + for(var i = this.properties.gamepad_index; i < 4; i++) + { + if (gamepads[i]) + { + gamepad = gamepads[i]; + + //xbox controller mapping + var xbox = this.xbox_mapping; + if(!xbox) + xbox = this.xbox_mapping = { axes:[], buttons:{}, hat: ""}; + + xbox.axes["lx"] = gamepad.axes[0]; + xbox.axes["ly"] = gamepad.axes[1]; + xbox.axes["rx"] = gamepad.axes[2]; + xbox.axes["ry"] = gamepad.axes[3]; + xbox.axes["ltrigger"] = gamepad.buttons[6].value; + xbox.axes["rtrigger"] = gamepad.buttons[7].value; + + for(var j = 0; j < gamepad.buttons.length; j++) + { + this._current_buttons[j] = gamepad.buttons[j].pressed; + + //mapping of XBOX + switch(j) //I use a switch to ensure that a player with another gamepad could play + { + case 0: xbox.buttons["a"] = gamepad.buttons[j].pressed; break; + case 1: xbox.buttons["b"] = gamepad.buttons[j].pressed; break; + case 2: xbox.buttons["x"] = gamepad.buttons[j].pressed; break; + case 3: xbox.buttons["y"] = gamepad.buttons[j].pressed; break; + case 4: xbox.buttons["lb"] = gamepad.buttons[j].pressed; break; + case 5: xbox.buttons["rb"] = gamepad.buttons[j].pressed; break; + case 6: xbox.buttons["lt"] = gamepad.buttons[j].pressed; break; + case 7: xbox.buttons["rt"] = gamepad.buttons[j].pressed; break; + case 8: xbox.buttons["back"] = gamepad.buttons[j].pressed; break; + case 9: xbox.buttons["start"] = gamepad.buttons[j].pressed; break; + case 10: xbox.buttons["ls"] = gamepad.buttons[j].pressed; break; + case 11: xbox.buttons["rs"] = gamepad.buttons[j].pressed; break; + case 12: if( gamepad.buttons[j].pressed) xbox.hat += "up"; break; + case 13: if( gamepad.buttons[j].pressed) xbox.hat += "down"; break; + case 14: if( gamepad.buttons[j].pressed) xbox.hat += "left"; break; + case 15: if( gamepad.buttons[j].pressed) xbox.hat += "right"; break; + case 16: xbox.buttons["home"] = gamepad.buttons[j].pressed; break; + default: + } + } + gamepad.xbox = xbox; + return gamepad; + } + } +} + +GamepadInput.prototype.onDrawBackground = function(ctx) +{ + if(this.flags.collapsed) + return; + + //render gamepad state? + var la = this._left_axis; + var ra = this._right_axis; + ctx.strokeStyle = "#88A"; + ctx.strokeRect( (la[0] + 1) * 0.5 * this.size[0] - 4, (la[1] + 1) * 0.5 * this.size[1] - 4, 8, 8 ); + ctx.strokeStyle = "#8A8"; + ctx.strokeRect( (ra[0] + 1) * 0.5 * this.size[0] - 4, (ra[1] + 1) * 0.5 * this.size[1] - 4, 8, 8 ); + var h = this.size[1] / this._current_buttons.length + ctx.fillStyle = "#AEB"; + for(var i = 0; i < this._current_buttons.length; ++i) + if(this._current_buttons[i]) + ctx.fillRect( 0, h * i, 6, h); +} + +GamepadInput.prototype.onGetOutputs = function() { + return [ + ["left_axis","vec2"], + ["right_axis","vec2"], + ["left_x_axis","number"], + ["left_y_axis","number"], + ["right_x_axis","number"], + ["right_y_axis","number"], + ["trigger_left","number"], + ["trigger_right","number"], + ["a_button","number"], + ["b_button","number"], + ["x_button","number"], + ["y_button","number"], + ["lb_button","number"], + ["rb_button","number"], + ["ls_button","number"], + ["rs_button","number"], + ["start","number"], + ["back","number"], + ["button_pressed", LiteGraph.EVENT] + ]; +} + +LiteGraph.registerNodeType("input/gamepad", GamepadInput ); + })(this); -(function(global){ -var LiteGraph = global.LiteGraph; - -//Converter -function Converter() -{ - this.addInput("in","*"); - this.size = [60,20]; -} - -Converter.title = "Converter"; -Converter.desc = "type A to type B"; - -Converter.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - return; - - if(this.outputs) - for(var i = 0; i < this.outputs.length; i++) - { - var output = this.outputs[i]; - if(!output.links || !output.links.length) - continue; - - var result = null; - switch( output.name ) - { - case "number": result = v.length ? v[0] : parseFloat(v); break; - case "vec2": - case "vec3": - case "vec4": - var result = null; - var count = 1; - switch(output.name) - { - case "vec2": count = 2; break; - case "vec3": count = 3; break; - case "vec4": count = 4; break; - } - - var result = new Float32Array( count ); - if( v.length ) - { - for(var j = 0; j < v.length && j < result.length; j++) - result[j] = v[j]; - } - else - result[0] = parseFloat(v); - break; - } - this.setOutputData(i, result); - } -} - -Converter.prototype.onGetOutputs = function() { - return [["number","number"],["vec2","vec2"],["vec3","vec3"],["vec4","vec4"]]; -} - -LiteGraph.registerNodeType("math/converter", Converter ); - - -//Bypass -function Bypass() -{ - this.addInput("in"); - this.addOutput("out"); - this.size = [60,20]; -} - -Bypass.title = "Bypass"; -Bypass.desc = "removes the type"; - -Bypass.prototype.onExecute = function() -{ - var v = this.getInputData(0); - this.setOutputData(0, v); -} - -LiteGraph.registerNodeType("math/bypass", Bypass ); - - - -function MathRange() -{ - this.addInput("in","number",{locked:true}); - this.addOutput("out","number",{locked:true}); - - this.addProperty( "in", 0 ); - this.addProperty( "in_min", 0 ); - this.addProperty( "in_max", 1 ); - this.addProperty( "out_min", 0 ); - this.addProperty( "out_max", 1 ); - - this.size = [80,20]; -} - -MathRange.title = "Range"; -MathRange.desc = "Convert a number from one range to another"; - -MathRange.prototype.getTitle = function() -{ - if(this.flags.collapsed) - return (this._last_v || 0).toFixed(2); - return this.title; -} - -MathRange.prototype.onExecute = function() -{ - if(this.inputs) - for(var i = 0; i < this.inputs.length; i++) - { - var input = this.inputs[i]; - var v = this.getInputData(i); - if(v === undefined) - continue; - this.properties[ input.name ] = v; - } - - var v = this.properties["in"]; - if(v === undefined || v === null || v.constructor !== Number) - v = 0; - - var in_min = this.properties.in_min; - var in_max = this.properties.in_max; - var out_min = this.properties.out_min; - var out_max = this.properties.out_max; - - this._last_v = ((v - in_min) / (in_max - in_min)) * (out_max - out_min) + out_min; - this.setOutputData(0, this._last_v ); -} - -MathRange.prototype.onDrawBackground = function(ctx) -{ - //show the current value - if(this._last_v) - this.outputs[0].label = this._last_v.toFixed(3); - else - this.outputs[0].label = "?"; -} - -MathRange.prototype.onGetInputs = function() { - return [["in_min","number"],["in_max","number"],["out_min","number"],["out_max","number"]]; -} - -LiteGraph.registerNodeType("math/range", MathRange); - - - -function MathRand() -{ - this.addOutput("value","number"); - this.addProperty( "min", 0 ); - this.addProperty( "max", 1 ); - this.size = [60,20]; -} - -MathRand.title = "Rand"; -MathRand.desc = "Random number"; - -MathRand.prototype.onExecute = function() -{ - if(this.inputs) - for(var i = 0; i < this.inputs.length; i++) - { - var input = this.inputs[i]; - var v = this.getInputData(i); - if(v === undefined) - continue; - this.properties[input.name] = v; - } - - var min = this.properties.min; - var max = this.properties.max; - this._last_v = Math.random() * (max-min) + min; - this.setOutputData(0, this._last_v ); -} - -MathRand.prototype.onDrawBackground = function(ctx) -{ - //show the current value - if(this._last_v) - this.outputs[0].label = this._last_v.toFixed(3); - else - this.outputs[0].label = "?"; -} - -MathRand.prototype.onGetInputs = function() { - return [["min","number"],["max","number"]]; -} - -LiteGraph.registerNodeType("math/rand", MathRand); - -//Math clamp -function MathClamp() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; - this.addProperty( "min", 0 ); - this.addProperty( "max", 1 ); -} - -MathClamp.title = "Clamp"; -MathClamp.desc = "Clamp number between min and max"; -MathClamp.filter = "shader"; - -MathClamp.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - v = Math.max(this.properties.min,v); - v = Math.min(this.properties.max,v); - this.setOutputData(0, v ); -} - -MathClamp.prototype.getCode = function(lang) -{ - var code = ""; - if(this.isInputConnected(0)) - code += "clamp({{0}}," + this.properties.min + "," + this.properties.max + ")"; - return code; -} - -LiteGraph.registerNodeType("math/clamp", MathClamp ); - - - -//Math ABS -function MathLerp() -{ - this.properties = { f: 0.5 }; - this.addInput("A","number"); - this.addInput("B","number"); - - this.addOutput("out","number"); -} - -MathLerp.title = "Lerp"; -MathLerp.desc = "Linear Interpolation"; - -MathLerp.prototype.onExecute = function() -{ - var v1 = this.getInputData(0); - if(v1 == null) - v1 = 0; - var v2 = this.getInputData(1); - if(v2 == null) - v2 = 0; - - var f = this.properties.f; - - var _f = this.getInputData(2); - if(_f !== undefined) - f = _f; - - this.setOutputData(0, v1 * (1-f) + v2 * f ); -} - -MathLerp.prototype.onGetInputs = function() -{ - return [["f","number"]]; -} - -LiteGraph.registerNodeType("math/lerp", MathLerp); - - - -//Math ABS -function MathAbs() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; -} - -MathAbs.title = "Abs"; -MathAbs.desc = "Absolute"; - -MathAbs.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - this.setOutputData(0, Math.abs(v) ); -} - -LiteGraph.registerNodeType("math/abs", MathAbs); - - -//Math Floor -function MathFloor() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; -} - -MathFloor.title = "Floor"; -MathFloor.desc = "Floor number to remove fractional part"; - -MathFloor.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - this.setOutputData(0, Math.floor(v) ); -} - -LiteGraph.registerNodeType("math/floor", MathFloor ); - - -//Math frac -function MathFrac() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; -} - -MathFrac.title = "Frac"; -MathFrac.desc = "Returns fractional part"; - -MathFrac.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - return; - this.setOutputData(0, v%1 ); -} - -LiteGraph.registerNodeType("math/frac",MathFrac); - - -//Math Floor -function MathSmoothStep() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; - this.properties = { A: 0, B: 1 }; -} - -MathSmoothStep.title = "Smoothstep"; -MathSmoothStep.desc = "Smoothstep"; - -MathSmoothStep.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v === undefined) - return; - - var edge0 = this.properties.A; - var edge1 = this.properties.B; - - // Scale, bias and saturate x to 0..1 range - v = Math.clamp((v - edge0)/(edge1 - edge0), 0.0, 1.0); - // Evaluate polynomial - v = v*v*(3 - 2*v); - - this.setOutputData(0, v ); -} - -LiteGraph.registerNodeType("math/smoothstep", MathSmoothStep ); - -//Math scale -function MathScale() -{ - this.addInput("in","number",{label:""}); - this.addOutput("out","number",{label:""}); - this.size = [60,20]; - this.addProperty( "factor", 1 ); -} - -MathScale.title = "Scale"; -MathScale.desc = "v * factor"; - -MathScale.prototype.onExecute = function() -{ - var value = this.getInputData(0); - if(value != null) - this.setOutputData(0, value * this.properties.factor ); -} - -LiteGraph.registerNodeType("math/scale", MathScale ); - - -//Math Average -function MathAverageFilter() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; - this.addProperty( "samples", 10 ); - this._values = new Float32Array(10); - this._current = 0; -} - -MathAverageFilter.title = "Average"; -MathAverageFilter.desc = "Average Filter"; - -MathAverageFilter.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - v = 0; - - var num_samples = this._values.length; - - this._values[ this._current % num_samples ] = v; - this._current += 1; - if(this._current > num_samples) - this._current = 0; - - var avr = 0; - for(var i = 0; i < num_samples; ++i) - avr += this._values[i]; - - this.setOutputData( 0, avr / num_samples ); -} - -MathAverageFilter.prototype.onPropertyChanged = function( name, value ) -{ - if(value < 1) - value = 1; - this.properties.samples = Math.round(value); - var old = this._values; - - this._values = new Float32Array( this.properties.samples ); - if(old.length <= this._values.length ) - this._values.set(old); - else - this._values.set( old.subarray( 0, this._values.length ) ); -} - -LiteGraph.registerNodeType("math/average", MathAverageFilter ); - - -//Math -function MathTendTo() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.addProperty( "factor", 0.1 ); - this.size = [60,20]; - this._value = null; -} - -MathTendTo.title = "TendTo"; -MathTendTo.desc = "moves the output value always closer to the input"; - -MathTendTo.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - v = 0; - var f = this.properties.factor; - if(this._value == null) - this._value = v; - else - this._value = this._value * (1 - f) + v * f; - this.setOutputData( 0, this._value ); -} - -LiteGraph.registerNodeType("math/tendTo", MathTendTo ); - - -//Math operation -function MathOperation() -{ - this.addInput("A","number"); - this.addInput("B","number"); - this.addOutput("=","number"); - this.addProperty( "A", 1 ); - this.addProperty( "B", 1 ); - this.addProperty( "OP", "+", "enum", { values: MathOperation.values } ); -} - -MathOperation.values = ["+","-","*","/","%","^"]; - -MathOperation.title = "Operation"; -MathOperation.desc = "Easy math operators"; -MathOperation["@OP"] = { type:"enum", title: "operation", values: MathOperation.values }; - -MathOperation.prototype.getTitle = function() -{ - return "A " + this.properties.OP + " B"; -} - -MathOperation.prototype.setValue = function(v) -{ - if( typeof(v) == "string") v = parseFloat(v); - this.properties["value"] = v; -} - -MathOperation.prototype.onExecute = function() -{ - var A = this.getInputData(0); - var B = this.getInputData(1); - if(A!=null) - this.properties["A"] = A; - else - A = this.properties["A"]; - - if(B!=null) - this.properties["B"] = B; - else - B = this.properties["B"]; - - var result = 0; - switch(this.properties.OP) - { - case '+': result = A+B; break; - case '-': result = A-B; break; - case 'x': - case 'X': - case '*': result = A*B; break; - case '/': result = A/B; break; - case '%': result = A%B; break; - case '^': result = Math.pow(A,B); break; - default: - console.warn("Unknown operation: " + this.properties.OP); - } - this.setOutputData(0, result ); -} - -MathOperation.prototype.onDrawBackground = function(ctx) -{ - if(this.flags.collapsed) - return; - - ctx.font = "40px Arial"; - ctx.fillStyle = "#CCC"; - ctx.textAlign = "center"; - ctx.fillText(this.properties.OP, this.size[0] * 0.5, this.size[1] * 0.35 + LiteGraph.NODE_TITLE_HEIGHT ); - ctx.textAlign = "left"; -} - -LiteGraph.registerNodeType("math/operation", MathOperation ); - - -//Math compare -function MathCompare() -{ - this.addInput( "A","number" ); - this.addInput( "B","number" ); - this.addOutput("A==B","boolean"); - this.addOutput("A!=B","boolean"); - this.addProperty( "A", 0 ); - this.addProperty( "B", 0 ); -} - -MathCompare.title = "Compare"; -MathCompare.desc = "compares between two values"; - -MathCompare.prototype.onExecute = function() -{ - var A = this.getInputData(0); - var B = this.getInputData(1); - if(A !== undefined) - this.properties["A"] = A; - else - A = this.properties["A"]; - - if(B !== undefined) - this.properties["B"] = B; - else - B = this.properties["B"]; - - for(var i = 0, l = this.outputs.length; i < l; ++i) - { - var output = this.outputs[i]; - if(!output.links || !output.links.length) - continue; - switch( output.name ) - { - case "A==B": value = A==B; break; - case "A!=B": value = A!=B; break; - case "A>B": value = A>B; break; - case "A=B": value = A>=B; break; - } - this.setOutputData(i, value ); - } -}; - -MathCompare.prototype.onGetOutputs = function() -{ - return [["A==B","boolean"],["A!=B","boolean"],["A>B","boolean"],["A=B","boolean"],["A<=B","boolean"]]; -} - -LiteGraph.registerNodeType("math/compare",MathCompare); - -function MathCondition() -{ - this.addInput("A","number"); - this.addInput("B","number"); - this.addOutput("out","boolean"); - this.addProperty( "A", 1 ); - this.addProperty( "B", 1 ); - this.addProperty( "OP", ">", "string", { values: MathCondition.values } ); - - this.size = [60,40]; -} - -MathCondition.values = [">","<","==","!=","<=",">="]; -MathCondition["@OP"] = { type:"enum", title: "operation", values: MathCondition.values }; - -MathCondition.title = "Condition"; -MathCondition.desc = "evaluates condition between A and B"; - -MathCondition.prototype.onExecute = function() -{ - var A = this.getInputData(0); - if(A === undefined) - A = this.properties.A; - else - this.properties.A = A; - - var B = this.getInputData(1); - if(B === undefined) - B = this.properties.B; - else - this.properties.B = B; - - var result = true; - switch(this.properties.OP) - { - case ">": result = A>B; break; - case "<": result = A=": result = A>=B; break; - } - - this.setOutputData(0, result ); -} - -LiteGraph.registerNodeType("math/condition", MathCondition); - - -function MathAccumulate() -{ - this.addInput("inc","number"); - this.addOutput("total","number"); - this.addProperty( "increment", 1 ); - this.addProperty( "value", 0 ); -} - -MathAccumulate.title = "Accumulate"; -MathAccumulate.desc = "Increments a value every time"; - -MathAccumulate.prototype.onExecute = function() -{ - if(this.properties.value === null) - this.properties.value = 0; - - var inc = this.getInputData(0); - if(inc !== null) - this.properties.value += inc; - else - this.properties.value += this.properties.increment; - this.setOutputData(0, this.properties.value ); -} - -LiteGraph.registerNodeType("math/accumulate", MathAccumulate); - -//Math Trigonometry -function MathTrigonometry() -{ - this.addInput("v","number"); - this.addOutput("sin","number"); - - this.addProperty( "amplitude", 1 ); - this.addProperty( "offset", 0 ); - this.bgImageUrl = "nodes/imgs/icon-sin.png"; -} - -MathTrigonometry.title = "Trigonometry"; -MathTrigonometry.desc = "Sin Cos Tan"; -MathTrigonometry.filter = "shader"; - -MathTrigonometry.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - v = 0; - var amplitude = this.properties["amplitude"]; - var slot = this.findInputSlot("amplitude"); - if(slot != -1) - amplitude = this.getInputData(slot); - var offset = this.properties["offset"]; - slot = this.findInputSlot("offset"); - if(slot != -1) - offset = this.getInputData(slot); - - for(var i = 0, l = this.outputs.length; i < l; ++i) - { - var output = this.outputs[i]; - switch( output.name ) - { - case "sin": value = Math.sin(v); break; - case "cos": value = Math.cos(v); break; - case "tan": value = Math.tan(v); break; - case "asin": value = Math.asin(v); break; - case "acos": value = Math.acos(v); break; - case "atan": value = Math.atan(v); break; - } - this.setOutputData(i, amplitude * value + offset); - } -} - -MathTrigonometry.prototype.onGetInputs = function() -{ - return [["v","number"],["amplitude","number"],["offset","number"]]; -} - - -MathTrigonometry.prototype.onGetOutputs = function() -{ - return [["sin","number"],["cos","number"],["tan","number"],["asin","number"],["acos","number"],["atan","number"]]; -} - - -LiteGraph.registerNodeType("math/trigonometry", MathTrigonometry ); - - - -//math library for safe math operations without eval -if(typeof(math) != undefined) -{ - function MathFormula() - { - this.addInputs("x","number"); - this.addInputs("y","number"); - this.addOutputs("","number"); - this.properties = {x:1.0, y:1.0, formula:"x+y"}; - } - - MathFormula.title = "Formula"; - MathFormula.desc = "Compute safe formula"; - - MathFormula.prototype.onExecute = function() - { - var x = this.getInputData(0); - var y = this.getInputData(1); - if(x != null) - this.properties["x"] = x; - else - x = this.properties["x"]; - - if(y!=null) - this.properties["y"] = y; - else - y = this.properties["y"]; - - var f = this.properties["formula"]; - var value = math.eval(f,{x:x,y:y,T: this.graph.globaltime }); - this.setOutputData(0, value ); - } - - MathFormula.prototype.onDrawBackground = function() - { - var f = this.properties["formula"]; - this.outputs[0].label = f; - } - - MathFormula.prototype.onGetOutputs = function() - { - return [["A-B","number"],["A*B","number"],["A/B","number"]]; - } - - LiteGraph.registerNodeType("math/formula", MathFormula ); -} - - -function Math3DVec2ToXYZ() -{ - this.addInput("vec2","vec2"); - this.addOutput("x","number"); - this.addOutput("y","number"); -} - -Math3DVec2ToXYZ.title = "Vec2->XY"; -Math3DVec2ToXYZ.desc = "vector 2 to components"; - -Math3DVec2ToXYZ.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - - this.setOutputData( 0, v[0] ); - this.setOutputData( 1, v[1] ); -} - -LiteGraph.registerNodeType("math3d/vec2-to-xyz", Math3DVec2ToXYZ ); - - -function Math3DXYToVec2() -{ - this.addInputs([["x","number"],["y","number"]]); - this.addOutput("vec2","vec2"); - this.properties = {x:0, y:0}; - this._data = new Float32Array(2); -} - -MathRand.prototype.onDrawBackground = function(ctx) -{ - //show the current value - if(this._last_v) - this.outputs[0].label = this._last_v.toFixed(3); - else - this.outputs[0].label = "?"; -} - -MathRand.prototype.onGetInputs = function() { - return [["min","number"],["max","number"]]; -} - -LiteGraph.registerNodeType("math/rand", MathRand); - -//Math clamp -function MathClamp() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; - this.addProperty( "min", 0 ); - this.addProperty( "max", 1 ); -} - -MathClamp.title = "Clamp"; -MathClamp.desc = "Clamp number between min and max"; -MathClamp.filter = "shader"; - -MathClamp.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - v = Math.max(this.properties.min,v); - v = Math.min(this.properties.max,v); - this.setOutputData(0, v ); -} - -MathClamp.prototype.getCode = function(lang) -{ - var code = ""; - if(this.isInputConnected(0)) - code += "clamp({{0}}," + this.properties.min + "," + this.properties.max + ")"; - return code; -} - -LiteGraph.registerNodeType("math/clamp", MathClamp ); - - - -//Math ABS -function MathLerp() -{ - this.properties = { f: 0.5 }; - this.addInput("A","number"); - this.addInput("B","number"); - - this.addOutput("out","number"); -} - -MathLerp.title = "Lerp"; -MathLerp.desc = "Linear Interpolation"; - -MathLerp.prototype.onExecute = function() -{ - var v1 = this.getInputData(0); - if(v1 == null) - v1 = 0; - var v2 = this.getInputData(1); - if(v2 == null) - v2 = 0; - - var f = this.properties.f; - - var _f = this.getInputData(2); - if(_f !== undefined) - f = _f; - - this.setOutputData(0, v1 * (1-f) + v2 * f ); -} - -MathLerp.prototype.onGetInputs = function() -{ - return [["f","number"]]; -} - -LiteGraph.registerNodeType("math/lerp", MathLerp); - - - -//Math ABS -function MathAbs() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; -} - -MathAbs.title = "Abs"; -MathAbs.desc = "Absolute"; - -MathAbs.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - this.setOutputData(0, Math.abs(v) ); -} - -LiteGraph.registerNodeType("math/abs", MathAbs); - - -//Math Floor -function MathFloor() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; -} - -MathFloor.title = "Floor"; -MathFloor.desc = "Floor number to remove fractional part"; - -MathFloor.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - this.setOutputData(0, Math.floor(v) ); -} - -LiteGraph.registerNodeType("math/floor", MathFloor ); - - -//Math frac -function MathFrac() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; -} - -MathFrac.title = "Frac"; -MathFrac.desc = "Returns fractional part"; - -MathFrac.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - return; - this.setOutputData(0, v%1 ); -} - -LiteGraph.registerNodeType("math/frac",MathFrac); - - -//Math Floor -function MathSmoothStep() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; - this.properties = { A: 0, B: 1 }; -} - -MathSmoothStep.title = "Smoothstep"; -MathSmoothStep.desc = "Smoothstep"; - -MathSmoothStep.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v === undefined) - return; - - var edge0 = this.properties.A; - var edge1 = this.properties.B; - - // Scale, bias and saturate x to 0..1 range - v = Math.clamp((v - edge0)/(edge1 - edge0), 0.0, 1.0); - // Evaluate polynomial - v = v*v*(3 - 2*v); - - this.setOutputData(0, v ); -} - -LiteGraph.registerNodeType("math/smoothstep", MathSmoothStep ); - -//Math scale -function MathScale() -{ - this.addInput("in","number",{label:""}); - this.addOutput("out","number",{label:""}); - this.size = [60,20]; - this.addProperty( "factor", 1 ); -} - -MathScale.title = "Scale"; -MathScale.desc = "v * factor"; - -MathScale.prototype.onExecute = function() -{ - var value = this.getInputData(0); - if(value != null) - this.setOutputData(0, value * this.properties.factor ); -} - -LiteGraph.registerNodeType("math/scale", MathScale ); - - -//Math Average -function MathAverageFilter() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.size = [60,20]; - this.addProperty( "samples", 10 ); - this._values = new Float32Array(10); - this._current = 0; -} - -MathAverageFilter.title = "Average"; -MathAverageFilter.desc = "Average Filter"; - -MathAverageFilter.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - v = 0; - - var num_samples = this._values.length; - - this._values[ this._current % num_samples ] = v; - this._current += 1; - if(this._current > num_samples) - this._current = 0; - - var avr = 0; - for(var i = 0; i < num_samples; ++i) - avr += this._values[i]; - - this.setOutputData( 0, avr / num_samples ); -} - -MathAverageFilter.prototype.onPropertyChanged = function( name, value ) -{ - if(value < 1) - value = 1; - this.properties.samples = Math.round(value); - var old = this._values; - - this._values = new Float32Array( this.properties.samples ); - if(old.length <= this._values.length ) - this._values.set(old); - else - this._values.set( old.subarray( 0, this._values.length ) ); -} - -LiteGraph.registerNodeType("math/average", MathAverageFilter ); - - -//Math -function MathTendTo() -{ - this.addInput("in","number"); - this.addOutput("out","number"); - this.addProperty( "factor", 0.1 ); - this.size = [60,20]; - this._value = null; -} - -MathTendTo.title = "TendTo"; -MathTendTo.desc = "moves the output value always closer to the input"; - -MathTendTo.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - v = 0; - var f = this.properties.factor; - if(this._value == null) - this._value = v; - else - this._value = this._value * (1 - f) + v * f; - this.setOutputData( 0, this._value ); -} - -LiteGraph.registerNodeType("math/tendTo", MathTendTo ); - - -//Math operation -function MathOperation() -{ - this.addInput("A","number"); - this.addInput("B","number"); - this.addOutput("=","number"); - this.addProperty( "A", 1 ); - this.addProperty( "B", 1 ); - this.addProperty( "OP", "+", "enum", { values: MathOperation.values } ); -} - -MathOperation.values = ["+","-","*","/","%","^"]; - -MathOperation.title = "Operation"; -MathOperation.desc = "Easy math operators"; -MathOperation["@OP"] = { type:"enum", title: "operation", values: MathOperation.values }; - -MathOperation.prototype.getTitle = function() -{ - return "A " + this.properties.OP + " B"; -} - -MathOperation.prototype.setValue = function(v) -{ - if( typeof(v) == "string") v = parseFloat(v); - this.properties["value"] = v; -} - -MathOperation.prototype.onExecute = function() -{ - var A = this.getInputData(0); - var B = this.getInputData(1); - if(A!=null) - this.properties["A"] = A; - else - A = this.properties["A"]; - - if(B!=null) - this.properties["B"] = B; - else - B = this.properties["B"]; - - var result = 0; - switch(this.properties.OP) - { - case '+': result = A+B; break; - case '-': result = A-B; break; - case 'x': - case 'X': - case '*': result = A*B; break; - case '/': result = A/B; break; - case '%': result = A%B; break; - case '^': result = Math.pow(A,B); break; - default: - console.warn("Unknown operation: " + this.properties.OP); - } - this.setOutputData(0, result ); -} - -MathOperation.prototype.onDrawBackground = function(ctx) -{ - if(this.flags.collapsed) - return; - - ctx.font = "40px Arial"; - ctx.fillStyle = "#CCC"; - ctx.textAlign = "center"; - ctx.fillText(this.properties.OP, this.size[0] * 0.5, this.size[1] * 0.35 + LiteGraph.NODE_TITLE_HEIGHT ); - ctx.textAlign = "left"; -} - -LiteGraph.registerNodeType("math/operation", MathOperation ); - - -//Math compare -function MathCompare() -{ - this.addInput( "A","number" ); - this.addInput( "B","number" ); - this.addOutput("A==B","boolean"); - this.addOutput("A!=B","boolean"); - this.addProperty( "A", 0 ); - this.addProperty( "B", 0 ); -} - -MathCompare.title = "Compare"; -MathCompare.desc = "compares between two values"; - -MathCompare.prototype.onExecute = function() -{ - var A = this.getInputData(0); - var B = this.getInputData(1); - if(A !== undefined) - this.properties["A"] = A; - else - A = this.properties["A"]; - - if(B !== undefined) - this.properties["B"] = B; - else - B = this.properties["B"]; - - for(var i = 0, l = this.outputs.length; i < l; ++i) - { - var output = this.outputs[i]; - if(!output.links || !output.links.length) - continue; - switch( output.name ) - { - case "A==B": value = A==B; break; - case "A!=B": value = A!=B; break; - case "A>B": value = A>B; break; - case "A=B": value = A>=B; break; - } - this.setOutputData(i, value ); - } -}; - -MathCompare.prototype.onGetOutputs = function() -{ - return [["A==B","boolean"],["A!=B","boolean"],["A>B","boolean"],["A=B","boolean"],["A<=B","boolean"]]; -} - -LiteGraph.registerNodeType("math/compare",MathCompare); - -function MathCondition() -{ - this.addInput("A","number"); - this.addInput("B","number"); - this.addOutput("out","boolean"); - this.addProperty( "A", 1 ); - this.addProperty( "B", 1 ); - this.addProperty( "OP", ">", "string", { values: MathCondition.values } ); - - this.size = [60,40]; -} - -MathCondition.values = [">","<","==","!=","<=",">="]; -MathCondition["@OP"] = { type:"enum", title: "operation", values: MathCondition.values }; - -MathCondition.title = "Condition"; -MathCondition.desc = "evaluates condition between A and B"; - -MathCondition.prototype.onExecute = function() -{ - var A = this.getInputData(0); - if(A === undefined) - A = this.properties.A; - else - this.properties.A = A; - - var B = this.getInputData(1); - if(B === undefined) - B = this.properties.B; - else - this.properties.B = B; - - var result = true; - switch(this.properties.OP) - { - case ">": result = A>B; break; - case "<": result = A=": result = A>=B; break; - } - - this.setOutputData(0, result ); -} - -LiteGraph.registerNodeType("math/condition", MathCondition); - - -function MathAccumulate() -{ - this.addInput("inc","number"); - this.addOutput("total","number"); - this.addProperty( "increment", 1 ); - this.addProperty( "value", 0 ); -} - -MathAccumulate.title = "Accumulate"; -MathAccumulate.desc = "Increments a value every time"; - -MathAccumulate.prototype.onExecute = function() -{ - if(this.properties.value === null) - this.properties.value = 0; - - var inc = this.getInputData(0); - if(inc !== null) - this.properties.value += inc; - else - this.properties.value += this.properties.increment; - this.setOutputData(0, this.properties.value ); -} - -LiteGraph.registerNodeType("math/accumulate", MathAccumulate); - -//Math Trigonometry -function MathTrigonometry() -{ - this.addInput("v","number"); - this.addOutput("sin","number"); - - this.addProperty( "amplitude", 1 ); - this.addProperty( "offset", 0 ); - this.bgImageUrl = "nodes/imgs/icon-sin.png"; -} - -MathTrigonometry.title = "Trigonometry"; -MathTrigonometry.desc = "Sin Cos Tan"; -MathTrigonometry.filter = "shader"; - -MathTrigonometry.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) - v = 0; - var amplitude = this.properties["amplitude"]; - var slot = this.findInputSlot("amplitude"); - if(slot != -1) - amplitude = this.getInputData(slot); - var offset = this.properties["offset"]; - slot = this.findInputSlot("offset"); - if(slot != -1) - offset = this.getInputData(slot); - - for(var i = 0, l = this.outputs.length; i < l; ++i) - { - var output = this.outputs[i]; - switch( output.name ) - { - case "sin": value = Math.sin(v); break; - case "cos": value = Math.cos(v); break; - case "tan": value = Math.tan(v); break; - case "asin": value = Math.asin(v); break; - case "acos": value = Math.acos(v); break; - case "atan": value = Math.atan(v); break; - } - this.setOutputData(i, amplitude * value + offset); - } -} - -MathTrigonometry.prototype.onGetInputs = function() -{ - return [["v","number"],["amplitude","number"],["offset","number"]]; -} - - -MathTrigonometry.prototype.onGetOutputs = function() -{ - return [["sin","number"],["cos","number"],["tan","number"],["asin","number"],["acos","number"],["atan","number"]]; -} - - -LiteGraph.registerNodeType("math/trigonometry", MathTrigonometry ); - - - -//math library for safe math operations without eval -if(typeof(math) != undefined) -{ - function MathFormula() - { - this.addInputs("x","number"); - this.addInputs("y","number"); - this.addOutputs("","number"); - this.properties = {x:1.0, y:1.0, formula:"x+y"}; - } - - MathFormula.title = "Formula"; - MathFormula.desc = "Compute safe formula"; - - MathFormula.prototype.onExecute = function() - { - var x = this.getInputData(0); - var y = this.getInputData(1); - if(x != null) - this.properties["x"] = x; - else - x = this.properties["x"]; - - if(y!=null) - this.properties["y"] = y; - else - y = this.properties["y"]; - - var f = this.properties["formula"]; - var value = math.eval(f,{x:x,y:y,T: this.graph.globaltime }); - this.setOutputData(0, value ); - } - - MathFormula.prototype.onDrawBackground = function() - { - var f = this.properties["formula"]; - this.outputs[0].label = f; - } - - MathFormula.prototype.onGetOutputs = function() - { - return [["A-B","number"],["A*B","number"],["A/B","number"]]; - } - - LiteGraph.registerNodeType("math/formula", MathFormula ); -} - - -function Math3DVec2ToXYZ() -{ - this.addInput("vec2","vec2"); - this.addOutput("x","number"); - this.addOutput("y","number"); -} - -Math3DVec2ToXYZ.title = "Vec2->XY"; -Math3DVec2ToXYZ.desc = "vector 2 to components"; - -Math3DVec2ToXYZ.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - - this.setOutputData( 0, v[0] ); - this.setOutputData( 1, v[1] ); -} - -LiteGraph.registerNodeType("math3d/vec2-to-xyz", Math3DVec2ToXYZ ); - - -function Math3DXYToVec2() -{ - this.addInputs([["x","number"],["y","number"]]); - this.addOutput("vec2","vec2"); - this.properties = {x:0, y:0}; - this._data = new Float32Array(2); -} - -Math3DXYToVec2.title = "XY->Vec2"; -Math3DXYToVec2.desc = "components to vector2"; - -Math3DXYToVec2.prototype.onExecute = function() -{ - var x = this.getInputData(0); - if(x == null) x = this.properties.x; - var y = this.getInputData(1); - if(y == null) y = this.properties.y; - - var data = this._data; - data[0] = x; - data[1] = y; - - this.setOutputData( 0, data ); -} - -LiteGraph.registerNodeType("math3d/xy-to-vec2", Math3DXYToVec2 ); - - - - -function Math3DVec3ToXYZ() -{ - this.addInput("vec3","vec3"); - this.addOutput("x","number"); - this.addOutput("y","number"); - this.addOutput("z","number"); -} - -Math3DVec3ToXYZ.title = "Vec3->XYZ"; -Math3DVec3ToXYZ.desc = "vector 3 to components"; - -Math3DVec3ToXYZ.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - - this.setOutputData( 0, v[0] ); - this.setOutputData( 1, v[1] ); - this.setOutputData( 2, v[2] ); -} - -LiteGraph.registerNodeType("math3d/vec3-to-xyz", Math3DVec3ToXYZ ); - - -function Math3DXYZToVec3() -{ - this.addInputs([["x","number"],["y","number"],["z","number"]]); - this.addOutput("vec3","vec3"); - this.properties = {x:0, y:0, z:0}; - this._data = new Float32Array(3); -} - -Math3DXYZToVec3.title = "XYZ->Vec3"; -Math3DXYZToVec3.desc = "components to vector3"; - -Math3DXYZToVec3.prototype.onExecute = function() -{ - var x = this.getInputData(0); - if(x == null) x = this.properties.x; - var y = this.getInputData(1); - if(y == null) y = this.properties.y; - var z = this.getInputData(2); - if(z == null) z = this.properties.z; - - var data = this._data; - data[0] = x; - data[1] = y; - data[2] = z; - - this.setOutputData( 0, data ); -} - -LiteGraph.registerNodeType("math3d/xyz-to-vec3", Math3DXYZToVec3 ); - - - -function Math3DVec4ToXYZW() -{ - this.addInput("vec4","vec4"); - this.addOutput("x","number"); - this.addOutput("y","number"); - this.addOutput("z","number"); - this.addOutput("w","number"); -} - -Math3DVec4ToXYZW.title = "Vec4->XYZW"; -Math3DVec4ToXYZW.desc = "vector 4 to components"; - -Math3DVec4ToXYZW.prototype.onExecute = function() -{ - var v = this.getInputData(0); - if(v == null) return; - - this.setOutputData( 0, v[0] ); - this.setOutputData( 1, v[1] ); - this.setOutputData( 2, v[2] ); - this.setOutputData( 3, v[3] ); -} - -LiteGraph.registerNodeType("math3d/vec4-to-xyzw", Math3DVec4ToXYZW ); - - -function Math3DXYZWToVec4() -{ - this.addInputs([["x","number"],["y","number"],["z","number"],["w","number"]]); - this.addOutput("vec4","vec4"); - this.properties = {x:0, y:0, z:0, w:0}; - this._data = new Float32Array(4); -} - -Math3DXYZWToVec4.title = "XYZW->Vec4"; -Math3DXYZWToVec4.desc = "components to vector4"; - -Math3DXYZWToVec4.prototype.onExecute = function() -{ - var x = this.getInputData(0); - if(x == null) x = this.properties.x; - var y = this.getInputData(1); - if(y == null) y = this.properties.y; - var z = this.getInputData(2); - if(z == null) z = this.properties.z; - var w = this.getInputData(3); - if(w == null) w = this.properties.w; - - var data = this._data; - data[0] = x; - data[1] = y; - data[2] = z; - data[3] = w; - - this.setOutputData( 0, data ); -} - -LiteGraph.registerNodeType("math3d/xyzw-to-vec4", Math3DXYZWToVec4 ); - - - - -//if glMatrix is installed... -if(global.glMatrix) -{ - - function Math3DQuaternion() - { - this.addOutput("quat","quat"); - this.properties = { x:0, y:0, z:0, w: 1 }; - this._value = quat.create(); - } - - Math3DQuaternion.title = "Quaternion"; - Math3DQuaternion.desc = "quaternion"; - - Math3DQuaternion.prototype.onExecute = function() - { - this._value[0] = this.properties.x; - this._value[1] = this.properties.y; - this._value[2] = this.properties.z; - this._value[3] = this.properties.w; - this.setOutputData( 0, this._value ); - } - - LiteGraph.registerNodeType("math3d/quaternion", Math3DQuaternion ); - - - function Math3DRotation() - { - this.addInputs([["degrees","number"],["axis","vec3"]]); - this.addOutput("quat","quat"); - this.properties = { angle:90.0, axis: vec3.fromValues(0,1,0) }; - - this._value = quat.create(); - } - - Math3DRotation.title = "Rotation"; - Math3DRotation.desc = "quaternion rotation"; - - Math3DRotation.prototype.onExecute = function() - { - var angle = this.getInputData(0); - if(angle == null) angle = this.properties.angle; - var axis = this.getInputData(1); - if(axis == null) axis = this.properties.axis; - - var R = quat.setAxisAngle( this._value, axis, angle * 0.0174532925 ); - this.setOutputData( 0, R ); - } - - - LiteGraph.registerNodeType("math3d/rotation", Math3DRotation ); - - - //Math3D rotate vec3 - function Math3DRotateVec3() - { - this.addInputs([["vec3","vec3"],["quat","quat"]]); - this.addOutput("result","vec3"); - this.properties = { vec: [0,0,1] }; - } - - Math3DRotateVec3.title = "Rot. Vec3"; - Math3DRotateVec3.desc = "rotate a point"; - - Math3DRotateVec3.prototype.onExecute = function() - { - var vec = this.getInputData(0); - if(vec == null) vec = this.properties.vec; - var quat = this.getInputData(1); - if(quat == null) - this.setOutputData(vec); - else - this.setOutputData( 0, vec3.transformQuat( vec3.create(), vec, quat ) ); - } - - LiteGraph.registerNodeType("math3d/rotate_vec3", Math3DRotateVec3); - - - - function Math3DMultQuat() - { - this.addInputs( [["A","quat"],["B","quat"]] ); - this.addOutput( "A*B","quat" ); - - this._value = quat.create(); - } - - Math3DMultQuat.title = "Mult. Quat"; - Math3DMultQuat.desc = "rotate quaternion"; - - Math3DMultQuat.prototype.onExecute = function() - { - var A = this.getInputData(0); - if(A == null) return; - var B = this.getInputData(1); - if(B == null) return; - - var R = quat.multiply( this._value, A, B ); - this.setOutputData( 0, R ); - } - - LiteGraph.registerNodeType("math3d/mult-quat", Math3DMultQuat ); - - - function Math3DQuatSlerp() - { - this.addInputs( [["A","quat"],["B","quat"],["factor","number"]] ); - this.addOutput( "slerp","quat" ); - this.addProperty( "factor", 0.5 ); - - this._value = quat.create(); - } - - Math3DQuatSlerp.title = "Quat Slerp"; - Math3DQuatSlerp.desc = "quaternion spherical interpolation"; - - Math3DQuatSlerp.prototype.onExecute = function() - { - var A = this.getInputData(0); - if(A == null) - return; - var B = this.getInputData(1); - if(B == null) - return; - var factor = this.properties.factor; - if( this.getInputData(2) != null ) - factor = this.getInputData(2); - - var R = quat.slerp( this._value, A, B, factor ); - this.setOutputData( 0, R ); - } - - LiteGraph.registerNodeType("math3d/quat-slerp", Math3DQuatSlerp ); - -} //glMatrix - +(function(global){ +var LiteGraph = global.LiteGraph; + +//Converter +function Converter() +{ + this.addInput("in","*"); + this.size = [60,20]; +} + +Converter.title = "Converter"; +Converter.desc = "type A to type B"; + +Converter.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) + return; + + if(this.outputs) + for(var i = 0; i < this.outputs.length; i++) + { + var output = this.outputs[i]; + if(!output.links || !output.links.length) + continue; + + var result = null; + switch( output.name ) + { + case "number": result = v.length ? v[0] : parseFloat(v); break; + case "vec2": + case "vec3": + case "vec4": + var result = null; + var count = 1; + switch(output.name) + { + case "vec2": count = 2; break; + case "vec3": count = 3; break; + case "vec4": count = 4; break; + } + + var result = new Float32Array( count ); + if( v.length ) + { + for(var j = 0; j < v.length && j < result.length; j++) + result[j] = v[j]; + } + else + result[0] = parseFloat(v); + break; + } + this.setOutputData(i, result); + } +} + +Converter.prototype.onGetOutputs = function() { + return [["number","number"],["vec2","vec2"],["vec3","vec3"],["vec4","vec4"]]; +} + +LiteGraph.registerNodeType("math/converter", Converter ); + + +//Bypass +function Bypass() +{ + this.addInput("in"); + this.addOutput("out"); + this.size = [60,20]; +} + +Bypass.title = "Bypass"; +Bypass.desc = "removes the type"; + +Bypass.prototype.onExecute = function() +{ + var v = this.getInputData(0); + this.setOutputData(0, v); +} + +LiteGraph.registerNodeType("math/bypass", Bypass ); + + + +function MathRange() +{ + this.addInput("in","number",{locked:true}); + this.addOutput("out","number",{locked:true}); + + this.addProperty( "in", 0 ); + this.addProperty( "in_min", 0 ); + this.addProperty( "in_max", 1 ); + this.addProperty( "out_min", 0 ); + this.addProperty( "out_max", 1 ); + + this.size = [80,20]; +} + +MathRange.title = "Range"; +MathRange.desc = "Convert a number from one range to another"; + +MathRange.prototype.getTitle = function() +{ + if(this.flags.collapsed) + return (this._last_v || 0).toFixed(2); + return this.title; +} + +MathRange.prototype.onExecute = function() +{ + if(this.inputs) + for(var i = 0; i < this.inputs.length; i++) + { + var input = this.inputs[i]; + var v = this.getInputData(i); + if(v === undefined) + continue; + this.properties[ input.name ] = v; + } + + var v = this.properties["in"]; + if(v === undefined || v === null || v.constructor !== Number) + v = 0; + + var in_min = this.properties.in_min; + var in_max = this.properties.in_max; + var out_min = this.properties.out_min; + var out_max = this.properties.out_max; + + this._last_v = ((v - in_min) / (in_max - in_min)) * (out_max - out_min) + out_min; + this.setOutputData(0, this._last_v ); +} + +MathRange.prototype.onDrawBackground = function(ctx) +{ + //show the current value + if(this._last_v) + this.outputs[0].label = this._last_v.toFixed(3); + else + this.outputs[0].label = "?"; +} + +MathRange.prototype.onGetInputs = function() { + return [["in_min","number"],["in_max","number"],["out_min","number"],["out_max","number"]]; +} + +LiteGraph.registerNodeType("math/range", MathRange); + + + +function MathRand() +{ + this.addOutput("value","number"); + this.addProperty( "min", 0 ); + this.addProperty( "max", 1 ); + this.size = [60,20]; +} + +MathRand.title = "Rand"; +MathRand.desc = "Random number"; + +MathRand.prototype.onExecute = function() +{ + if(this.inputs) + for(var i = 0; i < this.inputs.length; i++) + { + var input = this.inputs[i]; + var v = this.getInputData(i); + if(v === undefined) + continue; + this.properties[input.name] = v; + } + + var min = this.properties.min; + var max = this.properties.max; + this._last_v = Math.random() * (max-min) + min; + this.setOutputData(0, this._last_v ); +} + +MathRand.prototype.onDrawBackground = function(ctx) +{ + //show the current value + if(this._last_v) + this.outputs[0].label = this._last_v.toFixed(3); + else + this.outputs[0].label = "?"; +} + +MathRand.prototype.onGetInputs = function() { + return [["min","number"],["max","number"]]; +} + +LiteGraph.registerNodeType("math/rand", MathRand); + +//Math clamp +function MathClamp() +{ + this.addInput("in","number"); + this.addOutput("out","number"); + this.size = [60,20]; + this.addProperty( "min", 0 ); + this.addProperty( "max", 1 ); +} + +MathClamp.title = "Clamp"; +MathClamp.desc = "Clamp number between min and max"; +MathClamp.filter = "shader"; + +MathClamp.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) return; + v = Math.max(this.properties.min,v); + v = Math.min(this.properties.max,v); + this.setOutputData(0, v ); +} + +MathClamp.prototype.getCode = function(lang) +{ + var code = ""; + if(this.isInputConnected(0)) + code += "clamp({{0}}," + this.properties.min + "," + this.properties.max + ")"; + return code; +} + +LiteGraph.registerNodeType("math/clamp", MathClamp ); + + + +//Math ABS +function MathLerp() +{ + this.properties = { f: 0.5 }; + this.addInput("A","number"); + this.addInput("B","number"); + + this.addOutput("out","number"); +} + +MathLerp.title = "Lerp"; +MathLerp.desc = "Linear Interpolation"; + +MathLerp.prototype.onExecute = function() +{ + var v1 = this.getInputData(0); + if(v1 == null) + v1 = 0; + var v2 = this.getInputData(1); + if(v2 == null) + v2 = 0; + + var f = this.properties.f; + + var _f = this.getInputData(2); + if(_f !== undefined) + f = _f; + + this.setOutputData(0, v1 * (1-f) + v2 * f ); +} + +MathLerp.prototype.onGetInputs = function() +{ + return [["f","number"]]; +} + +LiteGraph.registerNodeType("math/lerp", MathLerp); + + + +//Math ABS +function MathAbs() +{ + this.addInput("in","number"); + this.addOutput("out","number"); + this.size = [60,20]; +} + +MathAbs.title = "Abs"; +MathAbs.desc = "Absolute"; + +MathAbs.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) return; + this.setOutputData(0, Math.abs(v) ); +} + +LiteGraph.registerNodeType("math/abs", MathAbs); + + +//Math Floor +function MathFloor() +{ + this.addInput("in","number"); + this.addOutput("out","number"); + this.size = [60,20]; +} + +MathFloor.title = "Floor"; +MathFloor.desc = "Floor number to remove fractional part"; + +MathFloor.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) return; + this.setOutputData(0, Math.floor(v) ); +} + +LiteGraph.registerNodeType("math/floor", MathFloor ); + + +//Math frac +function MathFrac() +{ + this.addInput("in","number"); + this.addOutput("out","number"); + this.size = [60,20]; +} + +MathFrac.title = "Frac"; +MathFrac.desc = "Returns fractional part"; + +MathFrac.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) + return; + this.setOutputData(0, v%1 ); +} + +LiteGraph.registerNodeType("math/frac",MathFrac); + + +//Math Floor +function MathSmoothStep() +{ + this.addInput("in","number"); + this.addOutput("out","number"); + this.size = [60,20]; + this.properties = { A: 0, B: 1 }; +} + +MathSmoothStep.title = "Smoothstep"; +MathSmoothStep.desc = "Smoothstep"; + +MathSmoothStep.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v === undefined) + return; + + var edge0 = this.properties.A; + var edge1 = this.properties.B; + + // Scale, bias and saturate x to 0..1 range + v = Math.clamp((v - edge0)/(edge1 - edge0), 0.0, 1.0); + // Evaluate polynomial + v = v*v*(3 - 2*v); + + this.setOutputData(0, v ); +} + +LiteGraph.registerNodeType("math/smoothstep", MathSmoothStep ); + +//Math scale +function MathScale() +{ + this.addInput("in","number",{label:""}); + this.addOutput("out","number",{label:""}); + this.size = [60,20]; + this.addProperty( "factor", 1 ); +} + +MathScale.title = "Scale"; +MathScale.desc = "v * factor"; + +MathScale.prototype.onExecute = function() +{ + var value = this.getInputData(0); + if(value != null) + this.setOutputData(0, value * this.properties.factor ); +} + +LiteGraph.registerNodeType("math/scale", MathScale ); + + +//Math Average +function MathAverageFilter() +{ + this.addInput("in","number"); + this.addOutput("out","number"); + this.size = [60,20]; + this.addProperty( "samples", 10 ); + this._values = new Float32Array(10); + this._current = 0; +} + +MathAverageFilter.title = "Average"; +MathAverageFilter.desc = "Average Filter"; + +MathAverageFilter.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) + v = 0; + + var num_samples = this._values.length; + + this._values[ this._current % num_samples ] = v; + this._current += 1; + if(this._current > num_samples) + this._current = 0; + + var avr = 0; + for(var i = 0; i < num_samples; ++i) + avr += this._values[i]; + + this.setOutputData( 0, avr / num_samples ); +} + +MathAverageFilter.prototype.onPropertyChanged = function( name, value ) +{ + if(value < 1) + value = 1; + this.properties.samples = Math.round(value); + var old = this._values; + + this._values = new Float32Array( this.properties.samples ); + if(old.length <= this._values.length ) + this._values.set(old); + else + this._values.set( old.subarray( 0, this._values.length ) ); +} + +LiteGraph.registerNodeType("math/average", MathAverageFilter ); + + +//Math +function MathTendTo() +{ + this.addInput("in","number"); + this.addOutput("out","number"); + this.addProperty( "factor", 0.1 ); + this.size = [60,20]; + this._value = null; +} + +MathTendTo.title = "TendTo"; +MathTendTo.desc = "moves the output value always closer to the input"; + +MathTendTo.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) + v = 0; + var f = this.properties.factor; + if(this._value == null) + this._value = v; + else + this._value = this._value * (1 - f) + v * f; + this.setOutputData( 0, this._value ); +} + +LiteGraph.registerNodeType("math/tendTo", MathTendTo ); + + +//Math operation +function MathOperation() +{ + this.addInput("A","number"); + this.addInput("B","number"); + this.addOutput("=","number"); + this.addProperty( "A", 1 ); + this.addProperty( "B", 1 ); + this.addProperty( "OP", "+", "enum", { values: MathOperation.values } ); +} + +MathOperation.values = ["+","-","*","/","%","^"]; + +MathOperation.title = "Operation"; +MathOperation.desc = "Easy math operators"; +MathOperation["@OP"] = { type:"enum", title: "operation", values: MathOperation.values }; + +MathOperation.prototype.getTitle = function() +{ + return "A " + this.properties.OP + " B"; +} + +MathOperation.prototype.setValue = function(v) +{ + if( typeof(v) == "string") v = parseFloat(v); + this.properties["value"] = v; +} + +MathOperation.prototype.onExecute = function() +{ + var A = this.getInputData(0); + var B = this.getInputData(1); + if(A!=null) + this.properties["A"] = A; + else + A = this.properties["A"]; + + if(B!=null) + this.properties["B"] = B; + else + B = this.properties["B"]; + + var result = 0; + switch(this.properties.OP) + { + case '+': result = A+B; break; + case '-': result = A-B; break; + case 'x': + case 'X': + case '*': result = A*B; break; + case '/': result = A/B; break; + case '%': result = A%B; break; + case '^': result = Math.pow(A,B); break; + default: + console.warn("Unknown operation: " + this.properties.OP); + } + this.setOutputData(0, result ); +} + +MathOperation.prototype.onDrawBackground = function(ctx) +{ + if(this.flags.collapsed) + return; + + ctx.font = "40px Arial"; + ctx.fillStyle = "#CCC"; + ctx.textAlign = "center"; + ctx.fillText(this.properties.OP, this.size[0] * 0.5, this.size[1] * 0.35 + LiteGraph.NODE_TITLE_HEIGHT ); + ctx.textAlign = "left"; +} + +LiteGraph.registerNodeType("math/operation", MathOperation ); + + +//Math compare +function MathCompare() +{ + this.addInput( "A","number" ); + this.addInput( "B","number" ); + this.addOutput("A==B","boolean"); + this.addOutput("A!=B","boolean"); + this.addProperty( "A", 0 ); + this.addProperty( "B", 0 ); +} + +MathCompare.title = "Compare"; +MathCompare.desc = "compares between two values"; + +MathCompare.prototype.onExecute = function() +{ + var A = this.getInputData(0); + var B = this.getInputData(1); + if(A !== undefined) + this.properties["A"] = A; + else + A = this.properties["A"]; + + if(B !== undefined) + this.properties["B"] = B; + else + B = this.properties["B"]; + + for(var i = 0, l = this.outputs.length; i < l; ++i) + { + var output = this.outputs[i]; + if(!output.links || !output.links.length) + continue; + switch( output.name ) + { + case "A==B": value = A==B; break; + case "A!=B": value = A!=B; break; + case "A>B": value = A>B; break; + case "A=B": value = A>=B; break; + } + this.setOutputData(i, value ); + } +}; + +MathCompare.prototype.onGetOutputs = function() +{ + return [["A==B","boolean"],["A!=B","boolean"],["A>B","boolean"],["A=B","boolean"],["A<=B","boolean"]]; +} + +LiteGraph.registerNodeType("math/compare",MathCompare); + +function MathCondition() +{ + this.addInput("A","number"); + this.addInput("B","number"); + this.addOutput("out","boolean"); + this.addProperty( "A", 1 ); + this.addProperty( "B", 1 ); + this.addProperty( "OP", ">", "string", { values: MathCondition.values } ); + + this.size = [60,40]; +} + +MathCondition.values = [">","<","==","!=","<=",">="]; +MathCondition["@OP"] = { type:"enum", title: "operation", values: MathCondition.values }; + +MathCondition.title = "Condition"; +MathCondition.desc = "evaluates condition between A and B"; + +MathCondition.prototype.onExecute = function() +{ + var A = this.getInputData(0); + if(A === undefined) + A = this.properties.A; + else + this.properties.A = A; + + var B = this.getInputData(1); + if(B === undefined) + B = this.properties.B; + else + this.properties.B = B; + + var result = true; + switch(this.properties.OP) + { + case ">": result = A>B; break; + case "<": result = A=": result = A>=B; break; + } + + this.setOutputData(0, result ); +} + +LiteGraph.registerNodeType("math/condition", MathCondition); + + +function MathAccumulate() +{ + this.addInput("inc","number"); + this.addOutput("total","number"); + this.addProperty( "increment", 1 ); + this.addProperty( "value", 0 ); +} + +MathAccumulate.title = "Accumulate"; +MathAccumulate.desc = "Increments a value every time"; + +MathAccumulate.prototype.onExecute = function() +{ + if(this.properties.value === null) + this.properties.value = 0; + + var inc = this.getInputData(0); + if(inc !== null) + this.properties.value += inc; + else + this.properties.value += this.properties.increment; + this.setOutputData(0, this.properties.value ); +} + +LiteGraph.registerNodeType("math/accumulate", MathAccumulate); + +//Math Trigonometry +function MathTrigonometry() +{ + this.addInput("v","number"); + this.addOutput("sin","number"); + + this.addProperty( "amplitude", 1 ); + this.addProperty( "offset", 0 ); + this.bgImageUrl = "nodes/imgs/icon-sin.png"; +} + +MathTrigonometry.title = "Trigonometry"; +MathTrigonometry.desc = "Sin Cos Tan"; +MathTrigonometry.filter = "shader"; + +MathTrigonometry.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) + v = 0; + var amplitude = this.properties["amplitude"]; + var slot = this.findInputSlot("amplitude"); + if(slot != -1) + amplitude = this.getInputData(slot); + var offset = this.properties["offset"]; + slot = this.findInputSlot("offset"); + if(slot != -1) + offset = this.getInputData(slot); + + for(var i = 0, l = this.outputs.length; i < l; ++i) + { + var output = this.outputs[i]; + switch( output.name ) + { + case "sin": value = Math.sin(v); break; + case "cos": value = Math.cos(v); break; + case "tan": value = Math.tan(v); break; + case "asin": value = Math.asin(v); break; + case "acos": value = Math.acos(v); break; + case "atan": value = Math.atan(v); break; + } + this.setOutputData(i, amplitude * value + offset); + } +} + +MathTrigonometry.prototype.onGetInputs = function() +{ + return [["v","number"],["amplitude","number"],["offset","number"]]; +} + + +MathTrigonometry.prototype.onGetOutputs = function() +{ + return [["sin","number"],["cos","number"],["tan","number"],["asin","number"],["acos","number"],["atan","number"]]; +} + + +LiteGraph.registerNodeType("math/trigonometry", MathTrigonometry ); + + + +//math library for safe math operations without eval +if(typeof(math) != undefined) +{ + function MathFormula() + { + this.addInputs("x","number"); + this.addInputs("y","number"); + this.addOutputs("","number"); + this.properties = {x:1.0, y:1.0, formula:"x+y"}; + } + + MathFormula.title = "Formula"; + MathFormula.desc = "Compute safe formula"; + + MathFormula.prototype.onExecute = function() + { + var x = this.getInputData(0); + var y = this.getInputData(1); + if(x != null) + this.properties["x"] = x; + else + x = this.properties["x"]; + + if(y!=null) + this.properties["y"] = y; + else + y = this.properties["y"]; + + var f = this.properties["formula"]; + var value = math.eval(f,{x:x,y:y,T: this.graph.globaltime }); + this.setOutputData(0, value ); + } + + MathFormula.prototype.onDrawBackground = function() + { + var f = this.properties["formula"]; + this.outputs[0].label = f; + } + + MathFormula.prototype.onGetOutputs = function() + { + return [["A-B","number"],["A*B","number"],["A/B","number"]]; + } + + LiteGraph.registerNodeType("math/formula", MathFormula ); +} + + +function Math3DVec2ToXYZ() +{ + this.addInput("vec2","vec2"); + this.addOutput("x","number"); + this.addOutput("y","number"); +} + +Math3DVec2ToXYZ.title = "Vec2->XY"; +Math3DVec2ToXYZ.desc = "vector 2 to components"; + +Math3DVec2ToXYZ.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) return; + + this.setOutputData( 0, v[0] ); + this.setOutputData( 1, v[1] ); +} + +LiteGraph.registerNodeType("math3d/vec2-to-xyz", Math3DVec2ToXYZ ); + + +function Math3DXYToVec2() +{ + this.addInputs([["x","number"],["y","number"]]); + this.addOutput("vec2","vec2"); + this.properties = {x:0, y:0}; + this._data = new Float32Array(2); +} + +Math3DXYToVec2.title = "XY->Vec2"; +Math3DXYToVec2.desc = "components to vector2"; + +Math3DXYToVec2.prototype.onExecute = function() +{ + var x = this.getInputData(0); + if(x == null) x = this.properties.x; + var y = this.getInputData(1); + if(y == null) y = this.properties.y; + + var data = this._data; + data[0] = x; + data[1] = y; + + this.setOutputData( 0, data ); +} + +LiteGraph.registerNodeType("math3d/xy-to-vec2", Math3DXYToVec2 ); + + + + +function Math3DVec3ToXYZ() +{ + this.addInput("vec3","vec3"); + this.addOutput("x","number"); + this.addOutput("y","number"); + this.addOutput("z","number"); +} + +Math3DVec3ToXYZ.title = "Vec3->XYZ"; +Math3DVec3ToXYZ.desc = "vector 3 to components"; + +Math3DVec3ToXYZ.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) return; + + this.setOutputData( 0, v[0] ); + this.setOutputData( 1, v[1] ); + this.setOutputData( 2, v[2] ); +} + +LiteGraph.registerNodeType("math3d/vec3-to-xyz", Math3DVec3ToXYZ ); + + +function Math3DXYZToVec3() +{ + this.addInputs([["x","number"],["y","number"],["z","number"]]); + this.addOutput("vec3","vec3"); + this.properties = {x:0, y:0, z:0}; + this._data = new Float32Array(3); +} + +Math3DXYZToVec3.title = "XYZ->Vec3"; +Math3DXYZToVec3.desc = "components to vector3"; + +Math3DXYZToVec3.prototype.onExecute = function() +{ + var x = this.getInputData(0); + if(x == null) x = this.properties.x; + var y = this.getInputData(1); + if(y == null) y = this.properties.y; + var z = this.getInputData(2); + if(z == null) z = this.properties.z; + + var data = this._data; + data[0] = x; + data[1] = y; + data[2] = z; + + this.setOutputData( 0, data ); +} + +LiteGraph.registerNodeType("math3d/xyz-to-vec3", Math3DXYZToVec3 ); + + + +function Math3DVec4ToXYZW() +{ + this.addInput("vec4","vec4"); + this.addOutput("x","number"); + this.addOutput("y","number"); + this.addOutput("z","number"); + this.addOutput("w","number"); +} + +Math3DVec4ToXYZW.title = "Vec4->XYZW"; +Math3DVec4ToXYZW.desc = "vector 4 to components"; + +Math3DVec4ToXYZW.prototype.onExecute = function() +{ + var v = this.getInputData(0); + if(v == null) return; + + this.setOutputData( 0, v[0] ); + this.setOutputData( 1, v[1] ); + this.setOutputData( 2, v[2] ); + this.setOutputData( 3, v[3] ); +} + +LiteGraph.registerNodeType("math3d/vec4-to-xyzw", Math3DVec4ToXYZW ); + + +function Math3DXYZWToVec4() +{ + this.addInputs([["x","number"],["y","number"],["z","number"],["w","number"]]); + this.addOutput("vec4","vec4"); + this.properties = {x:0, y:0, z:0, w:0}; + this._data = new Float32Array(4); +} + +Math3DXYZWToVec4.title = "XYZW->Vec4"; +Math3DXYZWToVec4.desc = "components to vector4"; + +Math3DXYZWToVec4.prototype.onExecute = function() +{ + var x = this.getInputData(0); + if(x == null) x = this.properties.x; + var y = this.getInputData(1); + if(y == null) y = this.properties.y; + var z = this.getInputData(2); + if(z == null) z = this.properties.z; + var w = this.getInputData(3); + if(w == null) w = this.properties.w; + + var data = this._data; + data[0] = x; + data[1] = y; + data[2] = z; + data[3] = w; + + this.setOutputData( 0, data ); +} + +LiteGraph.registerNodeType("math3d/xyzw-to-vec4", Math3DXYZWToVec4 ); + + + + +//if glMatrix is installed... +if(global.glMatrix) +{ + + function Math3DQuaternion() + { + this.addOutput("quat","quat"); + this.properties = { x:0, y:0, z:0, w: 1 }; + this._value = quat.create(); + } + + Math3DQuaternion.title = "Quaternion"; + Math3DQuaternion.desc = "quaternion"; + + Math3DQuaternion.prototype.onExecute = function() + { + this._value[0] = this.properties.x; + this._value[1] = this.properties.y; + this._value[2] = this.properties.z; + this._value[3] = this.properties.w; + this.setOutputData( 0, this._value ); + } + + LiteGraph.registerNodeType("math3d/quaternion", Math3DQuaternion ); + + + function Math3DRotation() + { + this.addInputs([["degrees","number"],["axis","vec3"]]); + this.addOutput("quat","quat"); + this.properties = { angle:90.0, axis: vec3.fromValues(0,1,0) }; + + this._value = quat.create(); + } + + Math3DRotation.title = "Rotation"; + Math3DRotation.desc = "quaternion rotation"; + + Math3DRotation.prototype.onExecute = function() + { + var angle = this.getInputData(0); + if(angle == null) angle = this.properties.angle; + var axis = this.getInputData(1); + if(axis == null) axis = this.properties.axis; + + var R = quat.setAxisAngle( this._value, axis, angle * 0.0174532925 ); + this.setOutputData( 0, R ); + } + + + LiteGraph.registerNodeType("math3d/rotation", Math3DRotation ); + + + //Math3D rotate vec3 + function Math3DRotateVec3() + { + this.addInputs([["vec3","vec3"],["quat","quat"]]); + this.addOutput("result","vec3"); + this.properties = { vec: [0,0,1] }; + } + + Math3DRotateVec3.title = "Rot. Vec3"; + Math3DRotateVec3.desc = "rotate a point"; + + Math3DRotateVec3.prototype.onExecute = function() + { + var vec = this.getInputData(0); + if(vec == null) vec = this.properties.vec; + var quat = this.getInputData(1); + if(quat == null) + this.setOutputData(vec); + else + this.setOutputData( 0, vec3.transformQuat( vec3.create(), vec, quat ) ); + } + + LiteGraph.registerNodeType("math3d/rotate_vec3", Math3DRotateVec3); + + + + function Math3DMultQuat() + { + this.addInputs( [["A","quat"],["B","quat"]] ); + this.addOutput( "A*B","quat" ); + + this._value = quat.create(); + } + + Math3DMultQuat.title = "Mult. Quat"; + Math3DMultQuat.desc = "rotate quaternion"; + + Math3DMultQuat.prototype.onExecute = function() + { + var A = this.getInputData(0); + if(A == null) return; + var B = this.getInputData(1); + if(B == null) return; + + var R = quat.multiply( this._value, A, B ); + this.setOutputData( 0, R ); + } + + LiteGraph.registerNodeType("math3d/mult-quat", Math3DMultQuat ); + + + function Math3DQuatSlerp() + { + this.addInputs( [["A","quat"],["B","quat"],["factor","number"]] ); + this.addOutput( "slerp","quat" ); + this.addProperty( "factor", 0.5 ); + + this._value = quat.create(); + } + + Math3DQuatSlerp.title = "Quat Slerp"; + Math3DQuatSlerp.desc = "quaternion spherical interpolation"; + + Math3DQuatSlerp.prototype.onExecute = function() + { + var A = this.getInputData(0); + if(A == null) + return; + var B = this.getInputData(1); + if(B == null) + return; + var factor = this.properties.factor; + if( this.getInputData(2) != null ) + factor = this.getInputData(2); + + var R = quat.slerp( this._value, A, B, factor ); + this.setOutputData( 0, R ); + } + + LiteGraph.registerNodeType("math3d/quat-slerp", Math3DQuatSlerp ); + +} //glMatrix + })(this); (function(global){ var LiteGraph = global.LiteGraph; @@ -12132,6163 +11525,6163 @@ LiteGraph.registerNodeType("graphics/webcam", ImageWebcam ); })(this); -(function(global){ -var LiteGraph = global.LiteGraph; - -//Works with Litegl.js to create WebGL nodes -global.LGraphTexture = null; - -if(typeof(GL) != "undefined") -{ - function LGraphTexture() - { - this.addOutput("Texture","Texture"); - this.properties = { name:"", filter: true }; - this.size = [LGraphTexture.image_preview_size, LGraphTexture.image_preview_size]; - } - - global.LGraphTexture = LGraphTexture; - - LGraphTexture.title = "Texture"; - LGraphTexture.desc = "Texture"; - LGraphTexture.widgets_info = {"name": { widget:"texture"}, "filter": { widget:"checkbox"} }; - - //REPLACE THIS TO INTEGRATE WITH YOUR FRAMEWORK - LGraphTexture.loadTextureCallback = null; //function in charge of loading textures when not present in the container - LGraphTexture.image_preview_size = 256; - - //flags to choose output texture type - LGraphTexture.PASS_THROUGH = 1; //do not apply FX - LGraphTexture.COPY = 2; //create new texture with the same properties as the origin texture - LGraphTexture.LOW = 3; //create new texture with low precision (byte) - LGraphTexture.HIGH = 4; //create new texture with high precision (half-float) - LGraphTexture.REUSE = 5; //reuse input texture - LGraphTexture.DEFAULT = 2; - - LGraphTexture.MODE_VALUES = { - "pass through": LGraphTexture.PASS_THROUGH, - "copy": LGraphTexture.COPY, - "low": LGraphTexture.LOW, - "high": LGraphTexture.HIGH, - "reuse": LGraphTexture.REUSE, - "default": LGraphTexture.DEFAULT - }; - - //returns the container where all the loaded textures are stored (overwrite if you have a Resources Manager) - LGraphTexture.getTexturesContainer = function() - { - return gl.textures; - } - - //process the loading of a texture (overwrite it if you have a Resources Manager) - LGraphTexture.loadTexture = function(name, options) - { - options = options || {}; - var url = name; - if(url.substr(0,7) == "http://") - { - if(LiteGraph.proxy) //proxy external files - url = LiteGraph.proxy + url.substr(7); - } - - var container = LGraphTexture.getTexturesContainer(); - var tex = container[ name ] = GL.Texture.fromURL(url, options); - return tex; - } - - LGraphTexture.getTexture = function(name) - { - var container = this.getTexturesContainer(); - - if(!container) - throw("Cannot load texture, container of textures not found"); - - var tex = container[ name ]; - if(!tex && name && name[0] != ":") - return this.loadTexture(name); - - return tex; - } - - //used to compute the appropiate output texture - LGraphTexture.getTargetTexture = function( origin, target, mode ) - { - if(!origin) - throw("LGraphTexture.getTargetTexture expects a reference texture"); - - var tex_type = null; - - switch(mode) - { - case LGraphTexture.LOW: tex_type = gl.UNSIGNED_BYTE; break; - case LGraphTexture.HIGH: tex_type = gl.HIGH_PRECISION_FORMAT; break; - case LGraphTexture.REUSE: return origin; break; - case LGraphTexture.COPY: - default: tex_type = origin ? origin.type : gl.UNSIGNED_BYTE; break; - } - - if(!target || target.width != origin.width || target.height != origin.height || target.type != tex_type ) - target = new GL.Texture( origin.width, origin.height, { type: tex_type, format: gl.RGBA, filter: gl.LINEAR }); - - return target; - } - - - LGraphTexture.getTextureType = function( precision, ref_texture ) - { - var type = ref_texture ? ref_texture.type : gl.UNSIGNED_BYTE; - switch( precision ) - { - case LGraphTexture.HIGH: type = gl.HIGH_PRECISION_FORMAT; break; - case LGraphTexture.LOW: type = gl.UNSIGNED_BYTE; break; - //no default - } - return type; - } - - LGraphTexture.getNoiseTexture = function() - { - if(this._noise_texture) - return this._noise_texture; - - var noise = new Uint8Array(512*512*4); - for(var i = 0; i < 512*512*4; ++i) - noise[i] = Math.random() * 255; - - var texture = GL.Texture.fromMemory(512,512,noise,{ format: gl.RGBA, wrap: gl.REPEAT, filter: gl.NEAREST }); - this._noise_texture = texture; - return texture; - } - - LGraphTexture.prototype.onDropFile = function(data, filename, file) - { - if(!data) - { - this._drop_texture = null; - this.properties.name = ""; - } - else - { - var texture = null; - if( typeof(data) == "string" ) - texture = GL.Texture.fromURL( data ); - else if( filename.toLowerCase().indexOf(".dds") != -1 ) - texture = GL.Texture.fromDDSInMemory(data); - else - { - var blob = new Blob([file]); - var url = URL.createObjectURL(blob); - texture = GL.Texture.fromURL( url ); - } - - this._drop_texture = texture; - this.properties.name = filename; - } - } - - LGraphTexture.prototype.getExtraMenuOptions = function(graphcanvas) - { - var that = this; - if(!this._drop_texture) - return; - return [ {content:"Clear", callback: - function() { - that._drop_texture = null; - that.properties.name = ""; - } - }]; - } - - LGraphTexture.prototype.onExecute = function() - { - var tex = null; - if(this.isOutputConnected(1)) - tex = this.getInputData(0); - - if(!tex && this._drop_texture) - tex = this._drop_texture; - - if(!tex && this.properties.name) - tex = LGraphTexture.getTexture( this.properties.name ); - - if(!tex) - return; - - this._last_tex = tex; - - if(this.properties.filter === false) - tex.setParameter( gl.TEXTURE_MAG_FILTER, gl.NEAREST ); - else - tex.setParameter( gl.TEXTURE_MAG_FILTER, gl.LINEAR ); - - this.setOutputData(0, tex); - - for(var i = 1; i < this.outputs.length; i++) - { - var output = this.outputs[i]; - if(!output) - continue; - var v = null; - if(output.name == "width") - v = tex.width; - else if(output.name == "height") - v = tex.height; - else if(output.name == "aspect") - v = tex.width / tex.height; - this.setOutputData(i, v); - } - } - - LGraphTexture.prototype.onResourceRenamed = function(old_name,new_name) - { - if(this.properties.name == old_name) - this.properties.name = new_name; - } - - LGraphTexture.prototype.onDrawBackground = function(ctx) - { - if( this.flags.collapsed || this.size[1] <= 20 ) - return; - - if( this._drop_texture && ctx.webgl ) - { - ctx.drawImage( this._drop_texture, 0,0,this.size[0],this.size[1]); - //this._drop_texture.renderQuad(this.pos[0],this.pos[1],this.size[0],this.size[1]); - return; - } - - - //Different texture? then get it from the GPU - if(this._last_preview_tex != this._last_tex) - { - if(ctx.webgl) - { - this._canvas = this._last_tex; - } - else - { - var tex_canvas = LGraphTexture.generateLowResTexturePreview(this._last_tex); - if(!tex_canvas) - return; - - this._last_preview_tex = this._last_tex; - this._canvas = cloneCanvas(tex_canvas); - } - } - - if(!this._canvas) - return; - - //render to graph canvas - ctx.save(); - if(!ctx.webgl) //reverse image - { - ctx.translate(0,this.size[1]); - ctx.scale(1,-1); - } - ctx.drawImage(this._canvas,0,0,this.size[0],this.size[1]); - ctx.restore(); - } - - - //very slow, used at your own risk - LGraphTexture.generateLowResTexturePreview = function(tex) - { - if(!tex) - return null; - - var size = LGraphTexture.image_preview_size; - var temp_tex = tex; - - if(tex.format == gl.DEPTH_COMPONENT) - return null; //cannot generate from depth - - //Generate low-level version in the GPU to speed up - if(tex.width > size || tex.height > size) - { - temp_tex = this._preview_temp_tex; - if(!this._preview_temp_tex) - { - temp_tex = new GL.Texture(size,size, { minFilter: gl.NEAREST }); - this._preview_temp_tex = temp_tex; - } - - //copy - tex.copyTo(temp_tex); - tex = temp_tex; - } - - //create intermediate canvas with lowquality version - var tex_canvas = this._preview_canvas; - if(!tex_canvas) - { - tex_canvas = createCanvas(size,size); - this._preview_canvas = tex_canvas; - } - - if(temp_tex) - temp_tex.toCanvas(tex_canvas); - return tex_canvas; - } - - LGraphTexture.prototype.getResources = function(res) - { - res[ this.properties.name ] = GL.Texture; - return res; - } - - LGraphTexture.prototype.onGetInputs = function() - { - return [["in","Texture"]]; - } - - - LGraphTexture.prototype.onGetOutputs = function() - { - return [["width","number"],["height","number"],["aspect","number"]]; - } - - LiteGraph.registerNodeType("texture/texture", LGraphTexture ); - - //************************** - function LGraphTexturePreview() - { - this.addInput("Texture","Texture"); - this.properties = { flipY: false }; - this.size = [LGraphTexture.image_preview_size, LGraphTexture.image_preview_size]; - } - - LGraphTexturePreview.title = "Preview"; - LGraphTexturePreview.desc = "Show a texture in the graph canvas"; - LGraphTexturePreview.allow_preview = false; - - LGraphTexturePreview.prototype.onDrawBackground = function(ctx) - { - if(this.flags.collapsed) - return; - - if(!ctx.webgl && !LGraphTexturePreview.allow_preview) - return; //not working well - - var tex = this.getInputData(0); - if(!tex) - return; - - var tex_canvas = null; - - if(!tex.handle && ctx.webgl) - tex_canvas = tex; - else - tex_canvas = LGraphTexture.generateLowResTexturePreview(tex); - - //render to graph canvas - ctx.save(); - if(this.properties.flipY) - { - ctx.translate(0,this.size[1]); - ctx.scale(1,-1); - } - ctx.drawImage(tex_canvas,0,0,this.size[0],this.size[1]); - ctx.restore(); - } - - LiteGraph.registerNodeType("texture/preview", LGraphTexturePreview ); - - //************************************** - - function LGraphTextureSave() - { - this.addInput("Texture","Texture"); - this.addOutput("","Texture"); - this.properties = {name:""}; - } - - LGraphTextureSave.title = "Save"; - LGraphTextureSave.desc = "Save a texture in the repository"; - - LGraphTextureSave.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex) - return; - - if(this.properties.name) - { - //for cases where we want to perform something when storing it - if( LGraphTexture.storeTexture ) - LGraphTexture.storeTexture( this.properties.name, tex ); - else - { - var container = LGraphTexture.getTexturesContainer(); - container[ this.properties.name ] = tex; - } - } - - this.setOutputData(0, tex); - } - - LiteGraph.registerNodeType("texture/save", LGraphTextureSave ); - - //**************************************************** - - function LGraphTextureOperation() - { - this.addInput("Texture","Texture"); - this.addInput("TextureB","Texture"); - this.addInput("value","number"); - this.addOutput("Texture","Texture"); - this.help = "

pixelcode must be vec3

\ -

uvcode must be vec2, is optional

\ -

uv: tex. coords

color: texture

colorB: textureB

time: scene time

value: input value

"; - - this.properties = {value:1, uvcode:"", pixelcode:"color + colorB * value", precision: LGraphTexture.DEFAULT }; - } - - LGraphTextureOperation.widgets_info = { - "uvcode": { widget:"textarea", height: 100 }, - "pixelcode": { widget:"textarea", height: 100 }, - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureOperation.title = "Operation"; - LGraphTextureOperation.desc = "Texture shader operation"; - - LGraphTextureOperation.prototype.getExtraMenuOptions = function(graphcanvas) - { - var that = this; - var txt = !that.properties.show ? "Show Texture" : "Hide Texture"; - return [ {content: txt, callback: - function() { - that.properties.show = !that.properties.show; - } - }]; - } - - LGraphTextureOperation.prototype.onDrawBackground = function(ctx) - { - if(this.flags.collapsed || this.size[1] <= 20 || !this.properties.show) - return; - - if(!this._tex) - return; - - //only works if using a webgl renderer - if(this._tex.gl != ctx) - return; - - //render to graph canvas - ctx.save(); - ctx.drawImage(this._tex, 0, 0, this.size[0], this.size[1]); - ctx.restore(); - } - - LGraphTextureOperation.prototype.onExecute = function() - { - var tex = this.getInputData(0); - - if(!this.isOutputConnected(0)) - return; //saves work - - if(this.properties.precision === LGraphTexture.PASS_THROUGH) - { - this.setOutputData(0, tex); - return; - } - - var texB = this.getInputData(1); - - if(!this.properties.uvcode && !this.properties.pixelcode) - return; - - var width = 512; - var height = 512; - if(tex) - { - width = tex.width; - height = tex.height; - } - else if (texB) - { - width = texB.width; - height = texB.height; - } - - var type = LGraphTexture.getTextureType( this.properties.precision, tex ); - - if(!tex && !this._tex ) - this._tex = new GL.Texture( width, height, { type: type, format: gl.RGBA, filter: gl.LINEAR }); - else - this._tex = LGraphTexture.getTargetTexture( tex || this._tex, this._tex, this.properties.precision ); - - var uvcode = ""; - if(this.properties.uvcode) - { - uvcode = "uv = " + this.properties.uvcode; - if(this.properties.uvcode.indexOf(";") != -1) //there are line breaks, means multiline code - uvcode = this.properties.uvcode; - } - - var pixelcode = ""; - if(this.properties.pixelcode) - { - pixelcode = "result = " + this.properties.pixelcode; - if(this.properties.pixelcode.indexOf(";") != -1) //there are line breaks, means multiline code - pixelcode = this.properties.pixelcode; - } - - var shader = this._shader; - - if(!shader || this._shader_code != (uvcode + "|" + pixelcode) ) - { - try - { - this._shader = new GL.Shader(Shader.SCREEN_VERTEX_SHADER, LGraphTextureOperation.pixel_shader, { UV_CODE: uvcode, PIXEL_CODE: pixelcode }); - this.boxcolor = "#00FF00"; - } - catch (err) - { - console.log("Error compiling shader: ", err); - this.boxcolor = "#FF0000"; - return; - } - this.boxcolor = "#FF0000"; - - this._shader_code = (uvcode + "|" + pixelcode); - shader = this._shader; - } - - if(!shader) - { - this.boxcolor = "red"; - return; - } - else - this.boxcolor = "green"; - - var value = this.getInputData(2); - if(value != null) - this.properties.value = value; - else - value = parseFloat( this.properties.value ); - - var time = this.graph.getTime(); - - this._tex.drawTo(function() { - gl.disable( gl.DEPTH_TEST ); - gl.disable( gl.CULL_FACE ); - gl.disable( gl.BLEND ); - if(tex) tex.bind(0); - if(texB) texB.bind(1); - var mesh = Mesh.getScreenQuad(); - shader.uniforms({u_texture:0, u_textureB:1, value: value, texSize:[width,height], time: time}).draw(mesh); - }); - - this.setOutputData(0, this._tex); - } - - LGraphTextureOperation.pixel_shader = "precision highp float;\n\ - \n\ - uniform sampler2D u_texture;\n\ - uniform sampler2D u_textureB;\n\ - varying vec2 v_coord;\n\ - uniform vec2 texSize;\n\ - uniform float time;\n\ - uniform float value;\n\ - \n\ - void main() {\n\ - vec2 uv = v_coord;\n\ - UV_CODE;\n\ - vec4 color4 = texture2D(u_texture, uv);\n\ - vec3 color = color4.rgb;\n\ - vec4 color4B = texture2D(u_textureB, uv);\n\ - vec3 colorB = color4B.rgb;\n\ - vec3 result = color;\n\ - float alpha = 1.0;\n\ - PIXEL_CODE;\n\ - gl_FragColor = vec4(result, alpha);\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/operation", LGraphTextureOperation ); - - //**************************************************** - - function LGraphTextureShader() - { - this.addOutput("out","Texture"); - this.properties = {code:"", width: 512, height: 512, precision: LGraphTexture.DEFAULT }; - - this.properties.code = "\nvoid main() {\n vec2 uv = v_coord;\n vec3 color = vec3(0.0);\n//your code here\n\ngl_FragColor = vec4(color, 1.0);\n}\n"; - this._uniforms = { in_texture:0, texSize: vec2.create(), time: 0 }; - } - - LGraphTextureShader.title = "Shader"; - LGraphTextureShader.desc = "Texture shader"; - LGraphTextureShader.widgets_info = { - "code": { type:"code" }, - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureShader.prototype.onPropertyChanged = function(name, value) - { - if(name != "code") - return; - - var shader = this.getShader(); - if(!shader) - return; - - //update connections - var uniforms = shader.uniformInfo; - - //remove deprecated slots - if(this.inputs) - { - var already = {}; - for(var i = 0; i < this.inputs.length; ++i) - { - var info = this.getInputInfo(i); - if(!info) - continue; - - if( uniforms[ info.name ] && !already[ info.name ] ) - { - already[ info.name ] = true; - continue; - } - this.removeInput(i); - i--; - } - } - - //update existing ones - for(var i in uniforms) - { - var info = shader.uniformInfo[i]; - if(info.loc === null) - continue; //is an attribute, not a uniform - if(i == "time") //default one - continue; - - var type = "number"; - if( this._shader.samplers[i] ) - type = "texture"; - else - { - switch(info.size) - { - case 1: type = "number"; break; - case 2: type = "vec2"; break; - case 3: type = "vec3"; break; - case 4: type = "vec4"; break; - case 9: type = "mat3"; break; - case 16: type = "mat4"; break; - default: continue; - } - } - - var slot = this.findInputSlot(i); - if(slot == -1) - { - this.addInput(i,type); - continue; - } - - var input_info = this.getInputInfo(slot); - if(!input_info) - this.addInput(i,type); - else - { - if(input_info.type == type) - continue; - this.removeInput(slot,type); - this.addInput(i,type); - } - } - } - - LGraphTextureShader.prototype.getShader = function() - { - //replug - if(this._shader && this._shader_code == this.properties.code) - return this._shader; - - this._shader_code = this.properties.code; - this._shader = new GL.Shader(Shader.SCREEN_VERTEX_SHADER, LGraphTextureShader.pixel_shader + this.properties.code ); - if(!this._shader) { - this.boxcolor = "red"; - return null; - } - else - this.boxcolor = "green"; - return this._shader; - } - - LGraphTextureShader.prototype.onExecute = function() - { - if(!this.isOutputConnected(0)) - return; //saves work - - var shader = this.getShader(); - if(!shader) - return; - - var tex_slot = 0; - var in_tex = null; - - //set uniforms - for(var i = 0; i < this.inputs.length; ++i) - { - var info = this.getInputInfo(i); - var data = this.getInputData(i); - if(data == null) - continue; - - if(data.constructor === GL.Texture) - { - data.bind(tex_slot); - if(!in_tex) - in_tex = data; - data = tex_slot; - tex_slot++; - } - shader.setUniform( info.name, data ); //data is tex_slot - } - - var uniforms = this._uniforms; - var type = LGraphTexture.getTextureType( this.properties.precision, in_tex ); - - //render to texture - var w = this.properties.width|0; - var h = this.properties.height|0; - if(w == 0) - w = in_tex ? in_tex.width : gl.canvas.width; - if(h == 0) - h = in_tex ? in_tex.height : gl.canvas.height; - uniforms.texSize[0] = w; - uniforms.texSize[1] = h; - uniforms.time = this.graph.getTime(); - - if(!this._tex || this._tex.type != type || this._tex.width != w || this._tex.height != h ) - this._tex = new GL.Texture( w, h, { type: type, format: gl.RGBA, filter: gl.LINEAR }); - var tex = this._tex; - tex.drawTo(function() { - shader.uniforms( uniforms ).draw( GL.Mesh.getScreenQuad() ); - }); - - this.setOutputData( 0, this._tex ); - } - - LGraphTextureShader.pixel_shader = "precision highp float;\n\ - \n\ - varying vec2 v_coord;\n\ - uniform float time;\n\ - "; - - LiteGraph.registerNodeType("texture/shader", LGraphTextureShader ); - - // Texture Scale Offset - - function LGraphTextureScaleOffset() - { - this.addInput("in","Texture"); - this.addInput("scale","vec2"); - this.addInput("offset","vec2"); - this.addOutput("out","Texture"); - this.properties = { offset: vec2.fromValues(0,0), scale: vec2.fromValues(1,1), precision: LGraphTexture.DEFAULT }; - } - - LGraphTextureScaleOffset.widgets_info = { - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureScaleOffset.title = "Scale/Offset"; - LGraphTextureScaleOffset.desc = "Applies an scaling and offseting"; - - LGraphTextureScaleOffset.prototype.onExecute = function() - { - var tex = this.getInputData(0); - - if(!this.isOutputConnected(0) || !tex) - return; //saves work - - if(this.properties.precision === LGraphTexture.PASS_THROUGH) - { - this.setOutputData(0, tex); - return; - } - - var width = tex.width; - var height = tex.height; - var type = this.precision === LGraphTexture.LOW ? gl.UNSIGNED_BYTE : gl.HIGH_PRECISION_FORMAT; - if (this.precision === LGraphTexture.DEFAULT) - type = tex.type; - - if(!this._tex || this._tex.width != width || this._tex.height != height || this._tex.type != type ) - this._tex = new GL.Texture( width, height, { type: type, format: gl.RGBA, filter: gl.LINEAR }); - - var shader = this._shader; - - if(!shader) - shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureScaleOffset.pixel_shader ); - - var scale = this.getInputData(1); - if(scale) - { - this.properties.scale[0] = scale[0]; - this.properties.scale[1] = scale[1]; - } - else - scale = this.properties.scale; - - var offset = this.getInputData(2); - if(offset) - { - this.properties.offset[0] = offset[0]; - this.properties.offset[1] = offset[1]; - } - else - offset = this.properties.offset; - - this._tex.drawTo(function() { - gl.disable( gl.DEPTH_TEST ); - gl.disable( gl.CULL_FACE ); - gl.disable( gl.BLEND ); - tex.bind(0); - var mesh = Mesh.getScreenQuad(); - shader.uniforms({u_texture:0, u_scale: scale, u_offset: offset}).draw( mesh ); - }); - - this.setOutputData( 0, this._tex ); - } - - LGraphTextureScaleOffset.pixel_shader = "precision highp float;\n\ - \n\ - uniform sampler2D u_texture;\n\ - uniform sampler2D u_textureB;\n\ - varying vec2 v_coord;\n\ - uniform vec2 u_scale;\n\ - uniform vec2 u_offset;\n\ - \n\ - void main() {\n\ - vec2 uv = v_coord;\n\ - uv = uv / u_scale - u_offset;\n\ - gl_FragColor = texture2D(u_texture, uv);\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/scaleOffset", LGraphTextureScaleOffset ); - - - - // Warp (distort a texture) ************************* - - function LGraphTextureWarp() - { - this.addInput("in","Texture"); - this.addInput("warp","Texture"); - this.addInput("factor","number"); - this.addOutput("out","Texture"); - this.properties = { factor: 0.01, precision: LGraphTexture.DEFAULT }; - } - - LGraphTextureWarp.widgets_info = { - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureWarp.title = "Warp"; - LGraphTextureWarp.desc = "Texture warp operation"; - - LGraphTextureWarp.prototype.onExecute = function() - { - var tex = this.getInputData(0); - - if(!this.isOutputConnected(0)) - return; //saves work - - if(this.properties.precision === LGraphTexture.PASS_THROUGH) - { - this.setOutputData(0, tex); - return; - } - - var texB = this.getInputData(1); - - var width = 512; - var height = 512; - var type = gl.UNSIGNED_BYTE; - if(tex) - { - width = tex.width; - height = tex.height; - type = tex.type; - } - else if (texB) - { - width = texB.width; - height = texB.height; - type = texB.type; - } - - if(!tex && !this._tex ) - this._tex = new GL.Texture( width, height, { type: this.precision === LGraphTexture.LOW ? gl.UNSIGNED_BYTE : gl.HIGH_PRECISION_FORMAT, format: gl.RGBA, filter: gl.LINEAR }); - else - this._tex = LGraphTexture.getTargetTexture( tex || this._tex, this._tex, this.properties.precision ); - - var shader = this._shader; - - if(!shader) - shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureWarp.pixel_shader ); - - var factor = this.getInputData(2); - if(factor != null) - this.properties.factor = factor; - else - factor = parseFloat( this.properties.factor ); - - this._tex.drawTo(function() { - gl.disable( gl.DEPTH_TEST ); - gl.disable( gl.CULL_FACE ); - gl.disable( gl.BLEND ); - if(tex) tex.bind(0); - if(texB) texB.bind(1); - var mesh = Mesh.getScreenQuad(); - shader.uniforms({u_texture:0, u_textureB:1, u_factor: factor }).draw( mesh ); - }); - - this.setOutputData(0, this._tex); - } - - LGraphTextureWarp.pixel_shader = "precision highp float;\n\ - \n\ - uniform sampler2D u_texture;\n\ - uniform sampler2D u_textureB;\n\ - varying vec2 v_coord;\n\ - uniform float u_factor;\n\ - \n\ - void main() {\n\ - vec2 uv = v_coord;\n\ - uv += ( texture2D(u_textureB, uv).rg - vec2(0.5)) * u_factor;\n\ - gl_FragColor = texture2D(u_texture, uv);\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/warp", LGraphTextureWarp ); - - //**************************************************** - - // Texture to Viewport ***************************************** - function LGraphTextureToViewport() - { - this.addInput("Texture","Texture"); - this.properties = { additive: false, antialiasing: false, filter: true, disable_alpha: false, gamma: 1.0 }; - this.size[0] = 130; - } - - LGraphTextureToViewport.title = "to Viewport"; - LGraphTextureToViewport.desc = "Texture to viewport"; - - LGraphTextureToViewport.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex) - return; - - if(this.properties.disable_alpha) - gl.disable( gl.BLEND ); - else - { - gl.enable( gl.BLEND ); - if(this.properties.additive) - gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); - else - gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA ); - } - - gl.disable( gl.DEPTH_TEST ); - var gamma = this.properties.gamma || 1.0; - if( this.isInputConnected(1) ) - gamma = this.getInputData(1); - - tex.setParameter( gl.TEXTURE_MAG_FILTER, this.properties.filter ? gl.LINEAR : gl.NEAREST ); - - if(this.properties.antialiasing) - { - if(!LGraphTextureToViewport._shader) - LGraphTextureToViewport._shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureToViewport.aa_pixel_shader ); - - var viewport = gl.getViewport(); //gl.getParameter(gl.VIEWPORT); - var mesh = Mesh.getScreenQuad(); - tex.bind(0); - LGraphTextureToViewport._shader.uniforms({u_texture:0, uViewportSize:[tex.width,tex.height], u_igamma: 1 / gamma, inverseVP: [1/tex.width,1/tex.height] }).draw(mesh); - } - else - { - if(gamma != 1.0) - { - if(!LGraphTextureToViewport._gamma_shader) - LGraphTextureToViewport._gamma_shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureToViewport.gamma_pixel_shader ); - tex.toViewport(LGraphTextureToViewport._gamma_shader, { u_texture:0, u_igamma: 1 / gamma }); - } - else - tex.toViewport(); - } - } - - LGraphTextureToViewport.prototype.onGetInputs = function() - { - return [["gamma","number"]]; - } - - LGraphTextureToViewport.aa_pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform vec2 uViewportSize;\n\ - uniform vec2 inverseVP;\n\ - uniform float u_igamma;\n\ - #define FXAA_REDUCE_MIN (1.0/ 128.0)\n\ - #define FXAA_REDUCE_MUL (1.0 / 8.0)\n\ - #define FXAA_SPAN_MAX 8.0\n\ - \n\ - /* from mitsuhiko/webgl-meincraft based on the code on geeks3d.com */\n\ - vec4 applyFXAA(sampler2D tex, vec2 fragCoord)\n\ - {\n\ - vec4 color = vec4(0.0);\n\ - /*vec2 inverseVP = vec2(1.0 / uViewportSize.x, 1.0 / uViewportSize.y);*/\n\ - vec3 rgbNW = texture2D(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;\n\ - vec3 rgbNE = texture2D(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;\n\ - vec3 rgbSW = texture2D(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;\n\ - vec3 rgbSE = texture2D(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;\n\ - vec3 rgbM = texture2D(tex, fragCoord * inverseVP).xyz;\n\ - vec3 luma = vec3(0.299, 0.587, 0.114);\n\ - float lumaNW = dot(rgbNW, luma);\n\ - float lumaNE = dot(rgbNE, luma);\n\ - float lumaSW = dot(rgbSW, luma);\n\ - float lumaSE = dot(rgbSE, luma);\n\ - float lumaM = dot(rgbM, luma);\n\ - float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n\ - float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\ - \n\ - vec2 dir;\n\ - dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n\ - dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\ - \n\ - float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\ - \n\ - float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n\ - dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * inverseVP;\n\ - \n\ - vec3 rgbA = 0.5 * (texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + \n\ - texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n\ - vec3 rgbB = rgbA * 0.5 + 0.25 * (texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz + \n\ - texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\ - \n\ - //return vec4(rgbA,1.0);\n\ - float lumaB = dot(rgbB, luma);\n\ - if ((lumaB < lumaMin) || (lumaB > lumaMax))\n\ - color = vec4(rgbA, 1.0);\n\ - else\n\ - color = vec4(rgbB, 1.0);\n\ - if(u_igamma != 1.0)\n\ - color.xyz = pow( color.xyz, vec3(u_igamma) );\n\ - return color;\n\ - }\n\ - \n\ - void main() {\n\ - gl_FragColor = applyFXAA( u_texture, v_coord * uViewportSize) ;\n\ - }\n\ - "; - - LGraphTextureToViewport.gamma_pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform float u_igamma;\n\ - void main() {\n\ - vec4 color = texture2D( u_texture, v_coord);\n\ - color.xyz = pow(color.xyz, vec3(u_igamma) );\n\ - gl_FragColor = color;\n\ - }\n\ - "; - - - LiteGraph.registerNodeType("texture/toviewport", LGraphTextureToViewport ); - - - // Texture Copy ***************************************** - function LGraphTextureCopy() - { - this.addInput("Texture","Texture"); - this.addOutput("","Texture"); - this.properties = { size: 0, generate_mipmaps: false, precision: LGraphTexture.DEFAULT }; - } - - LGraphTextureCopy.title = "Copy"; - LGraphTextureCopy.desc = "Copy Texture"; - LGraphTextureCopy.widgets_info = { - size: { widget:"combo", values:[0,32,64,128,256,512,1024,2048]}, - precision: { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureCopy.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex && !this._temp_texture) - return; - - if(!this.isOutputConnected(0)) - return; //saves work - - //copy the texture - if(tex) - { - var width = tex.width; - var height = tex.height; - - if(this.properties.size != 0) - { - width = this.properties.size; - height = this.properties.size; - } - - var temp = this._temp_texture; - - var type = tex.type; - if(this.properties.precision === LGraphTexture.LOW) - type = gl.UNSIGNED_BYTE; - else if(this.properties.precision === LGraphTexture.HIGH) - type = gl.HIGH_PRECISION_FORMAT; - - if(!temp || temp.width != width || temp.height != height || temp.type != type ) - { - var minFilter = gl.LINEAR; - if( this.properties.generate_mipmaps && isPowerOfTwo(width) && isPowerOfTwo(height) ) - minFilter = gl.LINEAR_MIPMAP_LINEAR; - this._temp_texture = new GL.Texture( width, height, { type: type, format: gl.RGBA, minFilter: minFilter, magFilter: gl.LINEAR }); - } - tex.copyTo(this._temp_texture); - - if(this.properties.generate_mipmaps) - { - this._temp_texture.bind(0); - gl.generateMipmap(this._temp_texture.texture_type); - this._temp_texture.unbind(0); - } - } - - - this.setOutputData(0,this._temp_texture); - } - - LiteGraph.registerNodeType("texture/copy", LGraphTextureCopy ); - - - // Texture Downsample ***************************************** - function LGraphTextureDownsample() - { - this.addInput("Texture","Texture"); - this.addOutput("","Texture"); - this.properties = { iterations: 1, generate_mipmaps: false, precision: LGraphTexture.DEFAULT }; - } - - LGraphTextureDownsample.title = "Downsample"; - LGraphTextureDownsample.desc = "Downsample Texture"; - LGraphTextureDownsample.widgets_info = { - iterations: { type:"number", step: 1, precision: 0, min: 1 }, - precision: { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureDownsample.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex && !this._temp_texture) - return; - - if(!this.isOutputConnected(0)) - return; //saves work - - //we do not allow any texture different than texture 2D - if(!tex || tex.texture_type !== GL.TEXTURE_2D ) - return; - - var shader = LGraphTextureDownsample._shader; - if(!shader) - LGraphTextureDownsample._shader = shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureDownsample.pixel_shader ); - - var width = tex.width|0; - var height = tex.height|0; - var type = tex.type; - if(this.properties.precision === LGraphTexture.LOW) - type = gl.UNSIGNED_BYTE; - else if(this.properties.precision === LGraphTexture.HIGH) - type = gl.HIGH_PRECISION_FORMAT; - var iterations = this.properties.iterations || 1; - - var origin = tex; - var target = null; - - var temp = []; - var options = { - type: type, - format: tex.format - }; - - var offset = vec2.create(); - var uniforms = { - u_offset: offset - }; - - if( this._texture ) - GL.Texture.releaseTemporary( this._texture ); - - for(var i = 0; i < iterations; ++i) - { - offset[0] = 1/width; - offset[1] = 1/height; - width = width>>1 || 0; - height = height>>1 || 0; - target = GL.Texture.getTemporary( width, height, options ); - temp.push( target ); - origin.setParameter( GL.TEXTURE_MAG_FILTER, GL.NEAREST ); - origin.copyTo( target, shader, uniforms ); - if(width == 1 && height == 1) - break; //nothing else to do - origin = target; - } - - //keep the last texture used - this._texture = temp.pop(); - - //free the rest - for(var i = 0; i < temp.length; ++i) - GL.Texture.releaseTemporary( temp[i] ); - - if(this.properties.generate_mipmaps) - { - this._texture.bind(0); - gl.generateMipmap(this._texture.texture_type); - this._texture.unbind(0); - } - - this.setOutputData(0,this._texture); - } - - LGraphTextureDownsample.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - uniform sampler2D u_texture;\n\ - uniform vec2 u_offset;\n\ - varying vec2 v_coord;\n\ - \n\ - void main() {\n\ - vec4 color = texture2D(u_texture, v_coord );\n\ - color += texture2D(u_texture, v_coord + vec2( u_offset.x, 0.0 ) );\n\ - color += texture2D(u_texture, v_coord + vec2( 0.0, u_offset.y ) );\n\ - color += texture2D(u_texture, v_coord + vec2( u_offset.x, u_offset.y ) );\n\ - gl_FragColor = color * 0.25;\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/downsample", LGraphTextureDownsample ); - - - - // Texture Copy ***************************************** - function LGraphTextureAverage() - { - this.addInput("Texture","Texture"); - this.addOutput("tex","Texture"); - this.addOutput("avg","vec4"); - this.addOutput("lum","number"); - this.properties = { mipmap_offset: 0, low_precision: false }; - - this._uniforms = { u_texture: 0, u_mipmap_offset: this.properties.mipmap_offset }; - this._luminance = new Float32Array(4); - } - - LGraphTextureAverage.title = "Average"; - LGraphTextureAverage.desc = "Compute a partial average (32 random samples) of a texture and stores it as a 1x1 pixel texture"; - - LGraphTextureAverage.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex) - return; - - if(!this.isOutputConnected(0) && !this.isOutputConnected(1) && !this.isOutputConnected(2)) - return; //saves work - - if(!LGraphTextureAverage._shader) - { - LGraphTextureAverage._shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureAverage.pixel_shader); - //creates 32 random numbers and stores the, in two mat4 - var samples = new Float32Array(32); - for(var i = 0; i < 32; ++i) - samples[i] = Math.random(); - LGraphTextureAverage._shader.uniforms({u_samples_a: samples.subarray(0,16), u_samples_b: samples.subarray(16,32) }); - } - - var temp = this._temp_texture; - var type = gl.UNSIGNED_BYTE; - if(tex.type != type) //force floats, half floats cannot be read with gl.readPixels - type = gl.FLOAT; - - if(!temp || temp.type != type ) - this._temp_texture = new GL.Texture( 1, 1, { type: type, format: gl.RGBA, filter: gl.NEAREST }); - - var shader = LGraphTextureAverage._shader; - var uniforms = this._uniforms; - uniforms.u_mipmap_offset = this.properties.mipmap_offset; - this._temp_texture.drawTo(function(){ - tex.toViewport( shader, uniforms ); - }); - - this.setOutputData(0,this._temp_texture); - - if(this.isOutputConnected(1) || this.isOutputConnected(2)) - { - var pixel = this._temp_texture.getPixels(); - if(pixel) - { - var v = this._luminance; - var type = this._temp_texture.type; - v.set( pixel ); - if(type == gl.UNSIGNED_BYTE) - vec4.scale( v,v, 1/255 ); - else if(type == GL.HALF_FLOAT || type == GL.HALF_FLOAT_OES) - vec4.scale( v,v, 1/(255*255) ); //is this correct? - this.setOutputData(1,v); - this.setOutputData(2,(v[0] + v[1] + v[2]) / 3); - } - - } - } - - LGraphTextureAverage.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - uniform mat4 u_samples_a;\n\ - uniform mat4 u_samples_b;\n\ - uniform sampler2D u_texture;\n\ - uniform float u_mipmap_offset;\n\ - varying vec2 v_coord;\n\ - \n\ - void main() {\n\ - vec4 color = vec4(0.0);\n\ - for(int i = 0; i < 4; ++i)\n\ - for(int j = 0; j < 4; ++j)\n\ - {\n\ - color += texture2D(u_texture, vec2( u_samples_a[i][j], u_samples_b[i][j] ), u_mipmap_offset );\n\ - color += texture2D(u_texture, vec2( 1.0 - u_samples_a[i][j], 1.0 - u_samples_b[i][j] ), u_mipmap_offset );\n\ - }\n\ - gl_FragColor = color * 0.03125;\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/average", LGraphTextureAverage ); - - // Image To Texture ***************************************** - function LGraphImageToTexture() - { - this.addInput("Image","image"); - this.addOutput("","Texture"); - this.properties = {}; - } - - LGraphImageToTexture.title = "Image to Texture"; - LGraphImageToTexture.desc = "Uploads an image to the GPU"; - //LGraphImageToTexture.widgets_info = { size: { widget:"combo", values:[0,32,64,128,256,512,1024,2048]} }; - - LGraphImageToTexture.prototype.onExecute = function() - { - var img = this.getInputData(0); - if(!img) - return; - - var width = img.videoWidth || img.width; - var height = img.videoHeight || img.height; - - //this is in case we are using a webgl canvas already, no need to reupload it - if(img.gltexture) - { - this.setOutputData(0,img.gltexture); - return; - } - - - var temp = this._temp_texture; - if(!temp || temp.width != width || temp.height != height ) - this._temp_texture = new GL.Texture( width, height, { format: gl.RGBA, filter: gl.LINEAR }); - - try - { - this._temp_texture.uploadImage(img); - } - catch(err) - { - console.error("image comes from an unsafe location, cannot be uploaded to webgl: " + err); - return; - } - - this.setOutputData(0,this._temp_texture); - } - - LiteGraph.registerNodeType("texture/imageToTexture", LGraphImageToTexture ); - - - // Texture LUT ***************************************** - function LGraphTextureLUT() - { - this.addInput("Texture","Texture"); - this.addInput("LUT","Texture"); - this.addInput("Intensity","number"); - this.addOutput("","Texture"); - this.properties = { intensity: 1, precision: LGraphTexture.DEFAULT, texture: null }; - - if(!LGraphTextureLUT._shader) - LGraphTextureLUT._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureLUT.pixel_shader ); - } - - LGraphTextureLUT.widgets_info = { - "texture": { widget:"texture"}, - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureLUT.title = "LUT"; - LGraphTextureLUT.desc = "Apply LUT to Texture"; - - LGraphTextureLUT.prototype.onExecute = function() - { - if(!this.isOutputConnected(0)) - return; //saves work - - var tex = this.getInputData(0); - - if(this.properties.precision === LGraphTexture.PASS_THROUGH ) - { - this.setOutputData(0,tex); - return; - } - - if(!tex) - return; - - var lut_tex = this.getInputData(1); - - if(!lut_tex) - lut_tex = LGraphTexture.getTexture( this.properties.texture ); - - if(!lut_tex) - { - this.setOutputData(0,tex); - return; - } - - lut_tex.bind(0); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR ); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); - gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); - gl.bindTexture(gl.TEXTURE_2D, null); - - var intensity = this.properties.intensity; - if( this.isInputConnected(2) ) - this.properties.intensity = intensity = this.getInputData(2); - - this._tex = LGraphTexture.getTargetTexture( tex, this._tex, this.properties.precision ); - - //var mesh = Mesh.getScreenQuad(); - - this._tex.drawTo(function() { - lut_tex.bind(1); - tex.toViewport( LGraphTextureLUT._shader, {u_texture:0, u_textureB:1, u_amount: intensity} ); - }); - - this.setOutputData(0,this._tex); - } - - LGraphTextureLUT.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform sampler2D u_textureB;\n\ - uniform float u_amount;\n\ - \n\ - void main() {\n\ - lowp vec4 textureColor = clamp( texture2D(u_texture, v_coord), vec4(0.0), vec4(1.0) );\n\ - mediump float blueColor = textureColor.b * 63.0;\n\ - mediump vec2 quad1;\n\ - quad1.y = floor(floor(blueColor) / 8.0);\n\ - quad1.x = floor(blueColor) - (quad1.y * 8.0);\n\ - mediump vec2 quad2;\n\ - quad2.y = floor(ceil(blueColor) / 8.0);\n\ - quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n\ - highp vec2 texPos1;\n\ - texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\ - texPos1.y = 1.0 - ((quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\ - highp vec2 texPos2;\n\ - texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\ - texPos2.y = 1.0 - ((quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\ - lowp vec4 newColor1 = texture2D(u_textureB, texPos1);\n\ - lowp vec4 newColor2 = texture2D(u_textureB, texPos2);\n\ - lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n\ - gl_FragColor = vec4( mix( textureColor.rgb, newColor.rgb, u_amount), textureColor.w);\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/LUT", LGraphTextureLUT ); - - // Texture Channels ***************************************** - function LGraphTextureChannels() - { - this.addInput("Texture","Texture"); - - this.addOutput("R","Texture"); - this.addOutput("G","Texture"); - this.addOutput("B","Texture"); - this.addOutput("A","Texture"); - - this.properties = {}; - if(!LGraphTextureChannels._shader) - LGraphTextureChannels._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureChannels.pixel_shader ); - } - - LGraphTextureChannels.title = "Texture to Channels"; - LGraphTextureChannels.desc = "Split texture channels"; - - LGraphTextureChannels.prototype.onExecute = function() - { - var texA = this.getInputData(0); - if(!texA) return; - - if(!this._channels) - this._channels = Array(4); - - var connections = 0; - for(var i = 0; i < 4; i++) - { - if(this.isOutputConnected(i)) - { - if(!this._channels[i] || this._channels[i].width != texA.width || this._channels[i].height != texA.height || this._channels[i].type != texA.type) - this._channels[i] = new GL.Texture( texA.width, texA.height, { type: texA.type, format: gl.RGBA, filter: gl.LINEAR }); - connections++; - } - else - this._channels[i] = null; - } - - if(!connections) - return; - - gl.disable( gl.BLEND ); - gl.disable( gl.DEPTH_TEST ); - - var mesh = Mesh.getScreenQuad(); - var shader = LGraphTextureChannels._shader; - var masks = [[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]]; - - for(var i = 0; i < 4; i++) - { - if(!this._channels[i]) - continue; - - this._channels[i].drawTo( function() { - texA.bind(0); - shader.uniforms({u_texture:0, u_mask: masks[i]}).draw(mesh); - }); - this.setOutputData(i, this._channels[i]); - } - } - - LGraphTextureChannels.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform vec4 u_mask;\n\ - \n\ - void main() {\n\ - gl_FragColor = vec4( vec3( length( texture2D(u_texture, v_coord) * u_mask )), 1.0 );\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/textureChannels", LGraphTextureChannels ); - - - // Texture Channels to Texture ***************************************** - function LGraphChannelsTexture() - { - this.addInput("R","Texture"); - this.addInput("G","Texture"); - this.addInput("B","Texture"); - this.addInput("A","Texture"); - - this.addOutput("Texture","Texture"); - - this.properties = {}; - if(!LGraphChannelsTexture._shader) - LGraphChannelsTexture._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphChannelsTexture.pixel_shader ); - } - - LGraphChannelsTexture.title = "Channels to Texture"; - LGraphChannelsTexture.desc = "Split texture channels"; - - LGraphChannelsTexture.prototype.onExecute = function() - { - var tex = [ this.getInputData(0), - this.getInputData(1), - this.getInputData(2), - this.getInputData(3) ]; - - if(!tex[0] || !tex[1] || !tex[2] || !tex[3]) - return; - - gl.disable( gl.BLEND ); - gl.disable( gl.DEPTH_TEST ); - - var mesh = Mesh.getScreenQuad(); - var shader = LGraphChannelsTexture._shader; - - this._tex = LGraphTexture.getTargetTexture( tex[0], this._tex ); - - this._tex.drawTo( function() { - tex[0].bind(0); - tex[1].bind(1); - tex[2].bind(2); - tex[3].bind(3); - shader.uniforms({u_textureR:0, u_textureG:1, u_textureB:2, u_textureA:3 }).draw(mesh); - }); - this.setOutputData(0, this._tex); - } - - LGraphChannelsTexture.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_textureR;\n\ - uniform sampler2D u_textureG;\n\ - uniform sampler2D u_textureB;\n\ - uniform sampler2D u_textureA;\n\ - \n\ - void main() {\n\ - gl_FragColor = vec4( \ - texture2D(u_textureR, v_coord).r,\ - texture2D(u_textureG, v_coord).r,\ - texture2D(u_textureB, v_coord).r,\ - texture2D(u_textureA, v_coord).r);\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/channelsTexture", LGraphChannelsTexture ); - - // Texture Channels to Texture ***************************************** - function LGraphTextureGradient() - { - this.addInput("A","color"); - this.addInput("B","color"); - this.addOutput("Texture","Texture"); - - this.properties = { angle: 0, scale: 1, A:[0,0,0], B:[1,1,1], texture_size:32 }; - if(!LGraphTextureGradient._shader) - LGraphTextureGradient._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureGradient.pixel_shader ); - - this._uniforms = { u_angle: 0, u_colorA: vec3.create(), u_colorB: vec3.create()}; - } - - LGraphTextureGradient.title = "Gradient"; - LGraphTextureGradient.desc = "Generates a gradient"; - LGraphTextureGradient["@A"] = { type:"color" }; - LGraphTextureGradient["@B"] = { type:"color" }; - LGraphTextureGradient["@texture_size"] = { type:"enum", values:[32,64,128,256,512] }; - - LGraphTextureGradient.prototype.onExecute = function() - { - gl.disable( gl.BLEND ); - gl.disable( gl.DEPTH_TEST ); - - var mesh = GL.Mesh.getScreenQuad(); - var shader = LGraphTextureGradient._shader; - - var A = this.getInputData(0); - if(!A) - A = this.properties.A; - var B = this.getInputData(1); - if(!B) - B = this.properties.B; - - //angle and scale - for(var i = 2; i < this.inputs.length; i++) - { - var input = this.inputs[i]; - var v = this.getInputData(i); - if(v === undefined) - continue; - this.properties[ input.name ] = v; - } - - var uniforms = this._uniforms; - this._uniforms.u_angle = this.properties.angle * DEG2RAD; - this._uniforms.u_scale = this.properties.scale; - vec3.copy( uniforms.u_colorA, A ); - vec3.copy( uniforms.u_colorB, B ); - - var size = parseInt( this.properties.texture_size ); - if(!this._tex || this._tex.width != size ) - this._tex = new GL.Texture( size, size, { format: gl.RGB, filter: gl.LINEAR }); - - this._tex.drawTo( function() { - shader.uniforms(uniforms).draw(mesh); - }); - this.setOutputData(0, this._tex); - } - - LGraphTextureGradient.prototype.onGetInputs = function() - { - return [["angle","number"],["scale","number"]]; - } - - LGraphTextureGradient.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform float u_angle;\n\ - uniform float u_scale;\n\ - uniform vec3 u_colorA;\n\ - uniform vec3 u_colorB;\n\ - \n\ - vec2 rotate(vec2 v, float angle)\n\ - {\n\ - vec2 result;\n\ - float _cos = cos(angle);\n\ - float _sin = sin(angle);\n\ - result.x = v.x * _cos - v.y * _sin;\n\ - result.y = v.x * _sin + v.y * _cos;\n\ - return result;\n\ - }\n\ - void main() {\n\ - float f = (rotate(u_scale * (v_coord - vec2(0.5)), u_angle) + vec2(0.5)).x;\n\ - vec3 color = mix(u_colorA,u_colorB,clamp(f,0.0,1.0));\n\ - gl_FragColor = vec4(color,1.0);\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/gradient", LGraphTextureGradient ); - - // Texture Mix ***************************************** - function LGraphTextureMix() - { - this.addInput("A","Texture"); - this.addInput("B","Texture"); - this.addInput("Mixer","Texture"); - - this.addOutput("Texture","Texture"); - this.properties = { precision: LGraphTexture.DEFAULT }; - - if(!LGraphTextureMix._shader) - LGraphTextureMix._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureMix.pixel_shader ); - } - - LGraphTextureMix.title = "Mix"; - LGraphTextureMix.desc = "Generates a texture mixing two textures"; - - LGraphTextureMix.widgets_info = { - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureMix.prototype.onExecute = function() - { - var texA = this.getInputData(0); - - if(!this.isOutputConnected(0)) - return; //saves work - - if(this.properties.precision === LGraphTexture.PASS_THROUGH ) - { - this.setOutputData(0,texA); - return; - } - - var texB = this.getInputData(1); - var texMix = this.getInputData(2); - if(!texA || !texB || !texMix) return; - - this._tex = LGraphTexture.getTargetTexture( texA, this._tex, this.properties.precision ); - - gl.disable( gl.BLEND ); - gl.disable( gl.DEPTH_TEST ); - - var mesh = Mesh.getScreenQuad(); - var shader = LGraphTextureMix._shader; - - this._tex.drawTo( function() { - texA.bind(0); - texB.bind(1); - texMix.bind(2); - shader.uniforms({u_textureA:0,u_textureB:1,u_textureMix:2}).draw(mesh); - }); - - this.setOutputData(0, this._tex); - } - - LGraphTextureMix.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_textureA;\n\ - uniform sampler2D u_textureB;\n\ - uniform sampler2D u_textureMix;\n\ - \n\ - void main() {\n\ - gl_FragColor = mix( texture2D(u_textureA, v_coord), texture2D(u_textureB, v_coord), texture2D(u_textureMix, v_coord) );\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/mix", LGraphTextureMix ); - - // Texture Edges detection ***************************************** - function LGraphTextureEdges() - { - this.addInput("Tex.","Texture"); - - this.addOutput("Edges","Texture"); - this.properties = { invert: true, threshold: false, factor: 1, precision: LGraphTexture.DEFAULT }; - - if(!LGraphTextureEdges._shader) - LGraphTextureEdges._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureEdges.pixel_shader ); - } - - LGraphTextureEdges.title = "Edges"; - LGraphTextureEdges.desc = "Detects edges"; - - LGraphTextureEdges.widgets_info = { - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureEdges.prototype.onExecute = function() - { - if(!this.isOutputConnected(0)) - return; //saves work - - var tex = this.getInputData(0); - - if(this.properties.precision === LGraphTexture.PASS_THROUGH ) - { - this.setOutputData(0,tex); - return; - } - - if(!tex) return; - - this._tex = LGraphTexture.getTargetTexture( tex, this._tex, this.properties.precision ); - - gl.disable( gl.BLEND ); - gl.disable( gl.DEPTH_TEST ); - - var mesh = Mesh.getScreenQuad(); - var shader = LGraphTextureEdges._shader; - var invert = this.properties.invert; - var factor = this.properties.factor; - var threshold = this.properties.threshold ? 1 : 0; - - this._tex.drawTo( function() { - tex.bind(0); - shader.uniforms({u_texture:0, u_isize:[1/tex.width,1/tex.height], u_factor: factor, u_threshold: threshold, u_invert: invert ? 1 : 0}).draw(mesh); - }); - - this.setOutputData(0, this._tex); - } - - LGraphTextureEdges.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform vec2 u_isize;\n\ - uniform int u_invert;\n\ - uniform float u_factor;\n\ - uniform float u_threshold;\n\ - \n\ - void main() {\n\ - vec4 center = texture2D(u_texture, v_coord);\n\ - vec4 up = texture2D(u_texture, v_coord + u_isize * vec2(0.0,1.0) );\n\ - vec4 down = texture2D(u_texture, v_coord + u_isize * vec2(0.0,-1.0) );\n\ - vec4 left = texture2D(u_texture, v_coord + u_isize * vec2(1.0,0.0) );\n\ - vec4 right = texture2D(u_texture, v_coord + u_isize * vec2(-1.0,0.0) );\n\ - vec4 diff = abs(center - up) + abs(center - down) + abs(center - left) + abs(center - right);\n\ - diff *= u_factor;\n\ - if(u_invert == 1)\n\ - diff.xyz = vec3(1.0) - diff.xyz;\n\ - if( u_threshold == 0.0 )\n\ - gl_FragColor = vec4( diff.xyz, center.a );\n\ - else\n\ - gl_FragColor = vec4( diff.x > 0.5 ? 1.0 : 0.0, diff.y > 0.5 ? 1.0 : 0.0, diff.z > 0.5 ? 1.0 : 0.0, center.a );\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/edges", LGraphTextureEdges ); - - // Texture Depth ***************************************** - function LGraphTextureDepthRange() - { - this.addInput("Texture","Texture"); - this.addInput("Distance","number"); - this.addInput("Range","number"); - this.addOutput("Texture","Texture"); - this.properties = { distance:100, range: 50, only_depth: false, high_precision: false }; - this._uniforms = {u_texture:0, u_distance: 100, u_range: 50, u_camera_planes: null }; - } - - LGraphTextureDepthRange.title = "Depth Range"; - LGraphTextureDepthRange.desc = "Generates a texture with a depth range"; - - LGraphTextureDepthRange.prototype.onExecute = function() - { - if(!this.isOutputConnected(0)) - return; //saves work - - var tex = this.getInputData(0); - if(!tex) return; - - var precision = gl.UNSIGNED_BYTE; - if(this.properties.high_precision) - precision = gl.half_float_ext ? gl.HALF_FLOAT_OES : gl.FLOAT; - - if(!this._temp_texture || this._temp_texture.type != precision || - this._temp_texture.width != tex.width || this._temp_texture.height != tex.height) - this._temp_texture = new GL.Texture( tex.width, tex.height, { type: precision, format: gl.RGBA, filter: gl.LINEAR }); - - var uniforms = this._uniforms; - - //iterations - var distance = this.properties.distance; - if( this.isInputConnected(1) ) - { - distance = this.getInputData(1); - this.properties.distance = distance; - } - - var range = this.properties.range; - if( this.isInputConnected(2) ) - { - range = this.getInputData(2); - this.properties.range = range; - } - - uniforms.u_distance = distance; - uniforms.u_range = range; - - gl.disable( gl.BLEND ); - gl.disable( gl.DEPTH_TEST ); - var mesh = Mesh.getScreenQuad(); - if(!LGraphTextureDepthRange._shader) - { - LGraphTextureDepthRange._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureDepthRange.pixel_shader ); - LGraphTextureDepthRange._shader_onlydepth = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureDepthRange.pixel_shader, { ONLY_DEPTH:""} ); - } - var shader = this.properties.only_depth ? LGraphTextureDepthRange._shader_onlydepth : LGraphTextureDepthRange._shader; - - //NEAR AND FAR PLANES - var planes = null; - if( tex.near_far_planes ) - planes = tex.near_far_planes; - else if( window.LS && LS.Renderer._main_camera ) - planes = LS.Renderer._main_camera._uniforms.u_camera_planes; - else - planes = [0.1,1000]; //hardcoded - uniforms.u_camera_planes = planes; - - - this._temp_texture.drawTo( function() { - tex.bind(0); - shader.uniforms( uniforms ).draw(mesh); - }); - - this._temp_texture.near_far_planes = planes; - this.setOutputData(0, this._temp_texture ); - } - - LGraphTextureDepthRange.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform vec2 u_camera_planes;\n\ - uniform float u_distance;\n\ - uniform float u_range;\n\ - \n\ - float LinearDepth()\n\ - {\n\ - float zNear = u_camera_planes.x;\n\ - float zFar = u_camera_planes.y;\n\ - float depth = texture2D(u_texture, v_coord).x;\n\ - depth = depth * 2.0 - 1.0;\n\ - return zNear * (depth + 1.0) / (zFar + zNear - depth * (zFar - zNear));\n\ - }\n\ - \n\ - void main() {\n\ - float depth = LinearDepth();\n\ - #ifdef ONLY_DEPTH\n\ - gl_FragColor = vec4(depth);\n\ - #else\n\ - float diff = abs(depth * u_camera_planes.y - u_distance);\n\ - float dof = 1.0;\n\ - if(diff <= u_range)\n\ - dof = diff / u_range;\n\ - gl_FragColor = vec4(dof);\n\ - #endif\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/depth_range", LGraphTextureDepthRange ); - - // Texture Blur ***************************************** - function LGraphTextureBlur() - { - this.addInput("Texture","Texture"); - this.addInput("Iterations","number"); - this.addInput("Intensity","number"); - this.addOutput("Blurred","Texture"); - this.properties = { intensity: 1, iterations: 1, preserve_aspect: false, scale:[1,1], precision: LGraphTexture.DEFAULT }; - } - - LGraphTextureBlur.title = "Blur"; - LGraphTextureBlur.desc = "Blur a texture"; - - LGraphTextureBlur.widgets_info = { - precision: { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureBlur.max_iterations = 20; - - LGraphTextureBlur.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex) - return; - - if(!this.isOutputConnected(0)) - return; //saves work - - var temp = this._final_texture; - - if(!temp || temp.width != tex.width || temp.height != tex.height || temp.type != tex.type ) - { - //we need two textures to do the blurring - //this._temp_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); - temp = this._final_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); - } - - //iterations - var iterations = this.properties.iterations; - if( this.isInputConnected(1) ) - { - iterations = this.getInputData(1); - this.properties.iterations = iterations; - } - iterations = Math.min( Math.floor(iterations), LGraphTextureBlur.max_iterations ); - if(iterations == 0) //skip blurring - { - this.setOutputData(0, tex); - return; - } - - var intensity = this.properties.intensity; - if( this.isInputConnected(2) ) - { - intensity = this.getInputData(2); - this.properties.intensity = intensity; - } - - //blur sometimes needs an aspect correction - var aspect = LiteGraph.camera_aspect; - if(!aspect && window.gl !== undefined) - aspect = gl.canvas.height / gl.canvas.width; - if(!aspect) - aspect = 1; - aspect = this.properties.preserve_aspect ? aspect : 1; - - var scale = this.properties.scale || [1,1]; - tex.applyBlur( aspect * scale[0], scale[1], intensity, temp ); - for(var i = 1; i < iterations; ++i) - temp.applyBlur( aspect * scale[0] * (i+1), scale[1] * (i+1), intensity ); - - this.setOutputData(0, temp ); - } - - /* - LGraphTextureBlur.pixel_shader = "precision highp float;\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform vec2 u_offset;\n\ - uniform float u_intensity;\n\ - void main() {\n\ - vec4 sum = vec4(0.0);\n\ - vec4 center = texture2D(u_texture, v_coord);\n\ - sum += texture2D(u_texture, v_coord + u_offset * -4.0) * 0.05/0.98;\n\ - sum += texture2D(u_texture, v_coord + u_offset * -3.0) * 0.09/0.98;\n\ - sum += texture2D(u_texture, v_coord + u_offset * -2.0) * 0.12/0.98;\n\ - sum += texture2D(u_texture, v_coord + u_offset * -1.0) * 0.15/0.98;\n\ - sum += center * 0.16/0.98;\n\ - sum += texture2D(u_texture, v_coord + u_offset * 4.0) * 0.05/0.98;\n\ - sum += texture2D(u_texture, v_coord + u_offset * 3.0) * 0.09/0.98;\n\ - sum += texture2D(u_texture, v_coord + u_offset * 2.0) * 0.12/0.98;\n\ - sum += texture2D(u_texture, v_coord + u_offset * 1.0) * 0.15/0.98;\n\ - gl_FragColor = u_intensity * sum;\n\ - }\n\ - "; - */ - - LiteGraph.registerNodeType("texture/blur", LGraphTextureBlur ); - - - // Texture Glow ***************************************** - //based in https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/ - function LGraphTextureGlow() - { - this.addInput("in","Texture"); - this.addInput("dirt","Texture"); - this.addOutput("out","Texture"); - this.addOutput("glow","Texture"); - this.properties = { enabled: true, intensity: 1, persistence: 0.99, iterations:16, threshold:0, scale: 1, dirt_factor: 0.5, precision: LGraphTexture.DEFAULT }; - this._textures = []; - this._uniforms = { u_intensity: 1, u_texture: 0, u_glow_texture: 1, u_threshold: 0, u_texel_size: vec2.create() }; - } - - LGraphTextureGlow.title = "Glow"; - LGraphTextureGlow.desc = "Filters a texture giving it a glow effect"; - LGraphTextureGlow.weights = new Float32Array( [0.5,0.4,0.3,0.2] ); - - LGraphTextureGlow.widgets_info = { - "iterations": { type:"number", min: 0, max: 16, step: 1, precision: 0 }, - "threshold": { type:"number", min: 0, max: 10, step: 0.01, precision: 2 }, - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphTextureGlow.prototype.onGetInputs = function(){ - return [["enabled","boolean"],["threshold","number"],["intensity","number"],["persistence","number"],["iterations","number"],["dirt_factor","number"]]; - } - - LGraphTextureGlow.prototype.onGetOutputs = function(){ - return [["average","Texture"]]; - } - - LGraphTextureGlow.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex) - return; - - if(!this.isAnyOutputConnected()) - return; //saves work - - if(this.properties.precision === LGraphTexture.PASS_THROUGH || this.getInputOrProperty("enabled" ) === false ) - { - this.setOutputData(0,tex); - return; - } - - var width = tex.width; - var height = tex.height; - - var texture_info = { format: tex.format, type: tex.type, minFilter: GL.LINEAR, magFilter: GL.LINEAR, wrap: gl.CLAMP_TO_EDGE }; - var type = LGraphTexture.getTextureType( this.properties.precision, tex ); - - var uniforms = this._uniforms; - var textures = this._textures; - - //cut - var shader = LGraphTextureGlow._cut_shader; - if(!shader) - shader = LGraphTextureGlow._cut_shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureGlow.cut_pixel_shader ); - - gl.disable( gl.DEPTH_TEST ); - gl.disable( gl.BLEND ); - - uniforms.u_threshold = this.getInputOrProperty("threshold"); - var currentDestination = textures[0] = GL.Texture.getTemporary( width, height, texture_info ); - tex.blit( currentDestination, shader.uniforms(uniforms) ); - var currentSource = currentDestination; - - var iterations = this.getInputOrProperty("iterations"); - iterations = Math.clamp( iterations, 1, 16) | 0; - var texel_size = uniforms.u_texel_size; - var intensity = this.getInputOrProperty("intensity"); - - uniforms.u_intensity = 1; - uniforms.u_delta = this.properties.scale; //1 - - //downscale/upscale shader - var shader = LGraphTextureGlow._shader; - if(!shader) - shader = LGraphTextureGlow._shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureGlow.scale_pixel_shader ); - - var i = 1; - //downscale - for (;i < iterations; i++) { - width = width>>1; - if( (height|0) > 1 ) - height = height>>1; - if( width < 2 ) - break; - currentDestination = textures[i] = GL.Texture.getTemporary( width, height, texture_info ); - texel_size[0] = 1 / currentSource.width; texel_size[1] = 1 / currentSource.height; - currentSource.blit( currentDestination, shader.uniforms(uniforms) ); - currentSource = currentDestination; - } - - //average - if(this.isOutputConnected(2)) - { - var average_texture = this._average_texture; - if(!average_texture || average_texture.type != tex.type || average_texture.format != tex.format ) - average_texture = this._average_texture = new GL.Texture( 1, 1, { type: tex.type, format: tex.format, filter: gl.LINEAR }); - texel_size[0] = 1 / currentSource.width; texel_size[1] = 1 / currentSource.height; - uniforms.u_intensity = intensity; - uniforms.u_delta = 1; - currentSource.blit( average_texture, shader.uniforms(uniforms) ); - this.setOutputData( 2, average_texture ); - } - - //upscale and blend - gl.enable( gl.BLEND ); - gl.blendFunc( gl.ONE, gl.ONE ); - uniforms.u_intensity = this.getInputOrProperty("persistence"); - uniforms.u_delta = 0.5; - - for (i -= 2; i >= 0; i--) // i-=2 => -1 to point to last element in array, -1 to go to texture above - { - currentDestination = textures[i]; - textures[i] = null; - texel_size[0] = 1 / currentSource.width; texel_size[1] = 1 / currentSource.height; - currentSource.blit( currentDestination, shader.uniforms(uniforms) ); - GL.Texture.releaseTemporary( currentSource ); - currentSource = currentDestination; - } - gl.disable( gl.BLEND ); - - //glow - if(this.isOutputConnected(1)) - { - var glow_texture = this._glow_texture; - if(!glow_texture || glow_texture.width != tex.width || glow_texture.height != tex.height || glow_texture.type != type || glow_texture.format != tex.format ) - glow_texture = this._glow_texture = new GL.Texture( tex.width, tex.height, { type: type, format: tex.format, filter: gl.LINEAR }); - currentSource.blit( glow_texture ); - this.setOutputData( 1, glow_texture); - } - - //final composition - if(this.isOutputConnected(0)) - { - var final_texture = this._final_texture; - if(!final_texture || final_texture.width != tex.width || final_texture.height != tex.height || final_texture.type != type || final_texture.format != tex.format ) - final_texture = this._final_texture = new GL.Texture( tex.width, tex.height, { type: type, format: tex.format, filter: gl.LINEAR }); - - var dirt_texture = this.getInputData(1); - var dirt_factor = this.getInputOrProperty("dirt_factor"); - - uniforms.u_intensity = intensity; - - shader = dirt_texture ? LGraphTextureGlow._dirt_final_shader : LGraphTextureGlow._final_shader; - if(!shader) - { - if(dirt_texture) - shader = LGraphTextureGlow._dirt_final_shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureGlow.final_pixel_shader, { USE_DIRT: "" } ); - else - shader = LGraphTextureGlow._final_shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureGlow.final_pixel_shader ); - } - - final_texture.drawTo( function(){ - tex.bind(0); - currentSource.bind(1); - if(dirt_texture) - { - shader.setUniform( "u_dirt_factor", dirt_factor ); - shader.setUniform( "u_dirt_texture", dirt_texture.bind(2) ); - } - shader.toViewport( uniforms ); - }); - this.setOutputData( 0, final_texture ); - } - - GL.Texture.releaseTemporary( currentSource ); - } - - LGraphTextureGlow.cut_pixel_shader = "precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform float u_threshold;\n\ - void main() {\n\ - gl_FragColor = max( texture2D( u_texture, v_coord ) - vec4( u_threshold ), vec4(0.0) );\n\ - }" - - LGraphTextureGlow.scale_pixel_shader = "precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform vec2 u_texel_size;\n\ - uniform float u_delta;\n\ - uniform float u_intensity;\n\ - \n\ - vec4 sampleBox(vec2 uv) {\n\ - vec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\ - vec4 s = texture2D( u_texture, uv + o.xy ) + texture2D( u_texture, uv + o.zy) + texture2D( u_texture, uv + o.xw) + texture2D( u_texture, uv + o.zw);\n\ - return s * 0.25;\n\ - }\n\ - void main() {\n\ - gl_FragColor = u_intensity * sampleBox( v_coord );\n\ - }" - - LGraphTextureGlow.final_pixel_shader = "precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform sampler2D u_glow_texture;\n\ - #ifdef USE_DIRT\n\ - uniform sampler2D u_dirt_texture;\n\ - #endif\n\ - uniform vec2 u_texel_size;\n\ - uniform float u_delta;\n\ - uniform float u_intensity;\n\ - uniform float u_dirt_factor;\n\ - \n\ - vec4 sampleBox(vec2 uv) {\n\ - vec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\ - vec4 s = texture2D( u_glow_texture, uv + o.xy ) + texture2D( u_glow_texture, uv + o.zy) + texture2D( u_glow_texture, uv + o.xw) + texture2D( u_glow_texture, uv + o.zw);\n\ - return s * 0.25;\n\ - }\n\ - void main() {\n\ - vec4 glow = sampleBox( v_coord );\n\ - #ifdef USE_DIRT\n\ - glow = mix( glow, glow * texture2D( u_dirt_texture, v_coord ), u_dirt_factor );\n\ - #endif\n\ - gl_FragColor = texture2D( u_texture, v_coord ) + u_intensity * glow;\n\ - }" - - LiteGraph.registerNodeType("texture/glow", LGraphTextureGlow ); - - - // Texture Blur ***************************************** - function LGraphTextureKuwaharaFilter() - { - this.addInput("Texture","Texture"); - this.addOutput("Filtered","Texture"); - this.properties = { intensity: 1, radius: 5 }; - } - - LGraphTextureKuwaharaFilter.title = "Kuwahara Filter"; - LGraphTextureKuwaharaFilter.desc = "Filters a texture giving an artistic oil canvas painting"; - - LGraphTextureKuwaharaFilter.max_radius = 10; - LGraphTextureKuwaharaFilter._shaders = []; - - LGraphTextureKuwaharaFilter.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex) - return; - - if(!this.isOutputConnected(0)) - return; //saves work - - var temp = this._temp_texture; - - if(!temp || temp.width != tex.width || temp.height != tex.height || temp.type != tex.type ) - { - //we need two textures to do the blurring - this._temp_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); - //this._final_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); - } - - //iterations - var radius = this.properties.radius; - radius = Math.min( Math.floor(radius), LGraphTextureKuwaharaFilter.max_radius ); - if(radius == 0) //skip blurring - { - this.setOutputData(0, tex); - return; - } - - var intensity = this.properties.intensity; - - //blur sometimes needs an aspect correction - var aspect = LiteGraph.camera_aspect; - if(!aspect && window.gl !== undefined) - aspect = gl.canvas.height / gl.canvas.width; - if(!aspect) - aspect = 1; - aspect = this.properties.preserve_aspect ? aspect : 1; - - if(!LGraphTextureKuwaharaFilter._shaders[ radius ]) - LGraphTextureKuwaharaFilter._shaders[ radius ] = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureKuwaharaFilter.pixel_shader, { RADIUS: radius.toFixed(0) }); - - var shader = LGraphTextureKuwaharaFilter._shaders[ radius ]; - var mesh = GL.Mesh.getScreenQuad(); - tex.bind(0); - - this._temp_texture.drawTo( function() { - shader.uniforms({ u_texture: 0, u_intensity: intensity, u_resolution: [tex.width, tex.height], u_iResolution: [1/tex.width,1/tex.height]}).draw(mesh); - }); - - this.setOutputData(0, this._temp_texture); - } - -//from https://www.shadertoy.com/view/MsXSz4 -LGraphTextureKuwaharaFilter.pixel_shader = "\n\ - precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform float u_intensity;\n\ - uniform vec2 u_resolution;\n\ - uniform vec2 u_iResolution;\n\ - #ifndef RADIUS\n\ - #define RADIUS 7\n\ - #endif\n\ - void main() {\n\ - \n\ - const int radius = RADIUS;\n\ - vec2 fragCoord = v_coord;\n\ - vec2 src_size = u_iResolution;\n\ - vec2 uv = v_coord;\n\ - float n = float((radius + 1) * (radius + 1));\n\ - int i;\n\ - int j;\n\ - vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);\n\ - vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);\n\ - vec3 c;\n\ - \n\ - for (int j = -radius; j <= 0; ++j) {\n\ - for (int i = -radius; i <= 0; ++i) {\n\ - c = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\ - m0 += c;\n\ - s0 += c * c;\n\ - }\n\ - }\n\ - \n\ - for (int j = -radius; j <= 0; ++j) {\n\ - for (int i = 0; i <= radius; ++i) {\n\ - c = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\ - m1 += c;\n\ - s1 += c * c;\n\ - }\n\ - }\n\ - \n\ - for (int j = 0; j <= radius; ++j) {\n\ - for (int i = 0; i <= radius; ++i) {\n\ - c = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\ - m2 += c;\n\ - s2 += c * c;\n\ - }\n\ - }\n\ - \n\ - for (int j = 0; j <= radius; ++j) {\n\ - for (int i = -radius; i <= 0; ++i) {\n\ - c = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\ - m3 += c;\n\ - s3 += c * c;\n\ - }\n\ - }\n\ - \n\ - float min_sigma2 = 1e+2;\n\ - m0 /= n;\n\ - s0 = abs(s0 / n - m0 * m0);\n\ - \n\ - float sigma2 = s0.r + s0.g + s0.b;\n\ - if (sigma2 < min_sigma2) {\n\ - min_sigma2 = sigma2;\n\ - gl_FragColor = vec4(m0, 1.0);\n\ - }\n\ - \n\ - m1 /= n;\n\ - s1 = abs(s1 / n - m1 * m1);\n\ - \n\ - sigma2 = s1.r + s1.g + s1.b;\n\ - if (sigma2 < min_sigma2) {\n\ - min_sigma2 = sigma2;\n\ - gl_FragColor = vec4(m1, 1.0);\n\ - }\n\ - \n\ - m2 /= n;\n\ - s2 = abs(s2 / n - m2 * m2);\n\ - \n\ - sigma2 = s2.r + s2.g + s2.b;\n\ - if (sigma2 < min_sigma2) {\n\ - min_sigma2 = sigma2;\n\ - gl_FragColor = vec4(m2, 1.0);\n\ - }\n\ - \n\ - m3 /= n;\n\ - s3 = abs(s3 / n - m3 * m3);\n\ - \n\ - sigma2 = s3.r + s3.g + s3.b;\n\ - if (sigma2 < min_sigma2) {\n\ - min_sigma2 = sigma2;\n\ - gl_FragColor = vec4(m3, 1.0);\n\ - }\n\ - }\n\ - "; - - LiteGraph.registerNodeType("texture/kuwahara", LGraphTextureKuwaharaFilter ); - - - // Texture Webcam ***************************************** - function LGraphTextureWebcam() - { - this.addOutput("Webcam","Texture"); - this.properties = { texture_name: "" }; - } - - LGraphTextureWebcam.title = "Webcam"; - LGraphTextureWebcam.desc = "Webcam texture"; - - - LGraphTextureWebcam.prototype.openStream = function() - { - //Vendor prefixes hell - navigator.getUserMedia = (navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia); - window.URL = window.URL || window.webkitURL; - - if (!navigator.getUserMedia) { - //console.log('getUserMedia() is not supported in your browser, use chrome and enable WebRTC from about://flags'); - return; - } - - this._waiting_confirmation = true; - var that = this; - - // Not showing vendor prefixes. - navigator.getUserMedia({video: true}, this.streamReady.bind(this), onFailSoHard); - - function onFailSoHard(e) { - console.log('Webcam rejected', e); - that._webcam_stream = false; - that.box_color = "red"; - }; - } - - LGraphTextureWebcam.prototype.streamReady = function(localMediaStream) - { - this._webcam_stream = localMediaStream; - //this._waiting_confirmation = false; - - var video = this._video; - if(!video) - { - video = document.createElement("video"); - video.autoplay = true; - video.src = window.URL.createObjectURL( localMediaStream ); - this._video = video; - //document.body.appendChild( video ); //debug - //when video info is loaded (size and so) - video.onloadedmetadata = function(e) { - // Ready to go. Do some stuff. - console.log(e); - }; - } - } - - LGraphTextureWebcam.prototype.onRemoved = function() - { - if(!this._webcam_stream) - return; - - var video_streams = this._webcam_stream.getVideoTracks(); - if(video_streams.length) - { - var webcam = video_streams[0]; - if( webcam.stop ) - webcam.stop(); - } - - this._webcam_stream = null; - this._video = null; - } - - LGraphTextureWebcam.prototype.onDrawBackground = function(ctx) - { - if(this.flags.collapsed || this.size[1] <= 20) - return; - - if(!this._video) - return; - - //render to graph canvas - ctx.save(); - if(!ctx.webgl) //reverse image - { - ctx.translate(0,this.size[1]); - ctx.scale(1,-1); - ctx.drawImage(this._video, 0, 0, this.size[0], this.size[1]); - } - else - { - if(this._temp_texture) - ctx.drawImage(this._temp_texture, 0, 0, this.size[0], this.size[1]); - } - ctx.restore(); - } - - LGraphTextureWebcam.prototype.onExecute = function() - { - if(this._webcam_stream == null && !this._waiting_confirmation) - this.openStream(); - - if(!this._video || !this._video.videoWidth) - return; - - var width = this._video.videoWidth; - var height = this._video.videoHeight; - - var temp = this._temp_texture; - if(!temp || temp.width != width || temp.height != height ) - this._temp_texture = new GL.Texture( width, height, { format: gl.RGB, filter: gl.LINEAR }); - - this._temp_texture.uploadImage( this._video ); - - if(this.properties.texture_name) - { - var container = LGraphTexture.getTexturesContainer(); - container[ this.properties.texture_name ] = this._temp_texture; - } - - this.setOutputData(0,this._temp_texture); - } - - LiteGraph.registerNodeType("texture/webcam", LGraphTextureWebcam ); - - - - //from https://github.com/spite/Wagner - function LGraphLensFX() - { - this.addInput("in","Texture"); - this.addInput("f","number"); - this.addOutput("out","Texture"); - this.properties = { enabled: true, factor: 1, precision: LGraphTexture.LOW }; - - this._uniforms = { u_texture: 0, u_factor: 1 }; - } - - LGraphLensFX.title = "Lens FX"; - LGraphLensFX.desc = "distortion and chromatic aberration"; - - LGraphLensFX.widgets_info = { - "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } - }; - - LGraphLensFX.prototype.onGetInputs = function() { return [["enabled","boolean"]]; } - - LGraphLensFX.prototype.onExecute = function() - { - var tex = this.getInputData(0); - if(!tex) - return; - - if(!this.isOutputConnected(0)) - return; //saves work - - if(this.properties.precision === LGraphTexture.PASS_THROUGH || this.getInputOrProperty("enabled" ) === false ) - { - this.setOutputData(0, tex ); - return; - } - - var temp = this._temp_texture; - if(!temp || temp.width != tex.width || temp.height != tex.height || temp.type != tex.type ) - temp = this._temp_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); - - var shader = LGraphLensFX._shader; - if(!shader) - shader = LGraphLensFX._shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphLensFX.pixel_shader ); - - var factor = this.getInputData(1); - if(factor == null) - factor = this.properties.factor; - - var uniforms = this._uniforms; - uniforms.u_factor = factor; - - //apply shader - gl.disable( gl.DEPTH_TEST ); - temp.drawTo(function(){ - tex.bind(0); - shader.uniforms(uniforms).draw( GL.Mesh.getScreenQuad() ); - }); - - this.setOutputData(0,temp); - } - - LGraphLensFX.pixel_shader = "precision highp float;\n\ - varying vec2 v_coord;\n\ - uniform sampler2D u_texture;\n\ - uniform float u_factor;\n\ - vec2 barrelDistortion(vec2 coord, float amt) {\n\ - vec2 cc = coord - 0.5;\n\ - float dist = dot(cc, cc);\n\ - return coord + cc * dist * amt;\n\ - }\n\ - \n\ - float sat( float t )\n\ - {\n\ - return clamp( t, 0.0, 1.0 );\n\ - }\n\ - \n\ - float linterp( float t ) {\n\ - return sat( 1.0 - abs( 2.0*t - 1.0 ) );\n\ - }\n\ - \n\ - float remap( float t, float a, float b ) {\n\ - return sat( (t - a) / (b - a) );\n\ - }\n\ - \n\ - vec4 spectrum_offset( float t ) {\n\ - vec4 ret;\n\ - float lo = step(t,0.5);\n\ - float hi = 1.0-lo;\n\ - float w = linterp( remap( t, 1.0/6.0, 5.0/6.0 ) );\n\ - ret = vec4(lo,1.0,hi, 1.) * vec4(1.0-w, w, 1.0-w, 1.);\n\ - \n\ - return pow( ret, vec4(1.0/2.2) );\n\ - }\n\ - \n\ - const float max_distort = 2.2;\n\ - const int num_iter = 12;\n\ - const float reci_num_iter_f = 1.0 / float(num_iter);\n\ - \n\ - void main()\n\ - { \n\ - vec2 uv=v_coord;\n\ - vec4 sumcol = vec4(0.0);\n\ - vec4 sumw = vec4(0.0); \n\ - for ( int i=0; i size || tex.height > size) + { + temp_tex = this._preview_temp_tex; + if(!this._preview_temp_tex) + { + temp_tex = new GL.Texture(size,size, { minFilter: gl.NEAREST }); + this._preview_temp_tex = temp_tex; + } + + //copy + tex.copyTo(temp_tex); + tex = temp_tex; + } + + //create intermediate canvas with lowquality version + var tex_canvas = this._preview_canvas; + if(!tex_canvas) + { + tex_canvas = createCanvas(size,size); + this._preview_canvas = tex_canvas; + } + + if(temp_tex) + temp_tex.toCanvas(tex_canvas); + return tex_canvas; + } + + LGraphTexture.prototype.getResources = function(res) + { + res[ this.properties.name ] = GL.Texture; + return res; + } + + LGraphTexture.prototype.onGetInputs = function() + { + return [["in","Texture"]]; + } + + + LGraphTexture.prototype.onGetOutputs = function() + { + return [["width","number"],["height","number"],["aspect","number"]]; + } + + LiteGraph.registerNodeType("texture/texture", LGraphTexture ); + + //************************** + function LGraphTexturePreview() + { + this.addInput("Texture","Texture"); + this.properties = { flipY: false }; + this.size = [LGraphTexture.image_preview_size, LGraphTexture.image_preview_size]; + } + + LGraphTexturePreview.title = "Preview"; + LGraphTexturePreview.desc = "Show a texture in the graph canvas"; + LGraphTexturePreview.allow_preview = false; + + LGraphTexturePreview.prototype.onDrawBackground = function(ctx) + { + if(this.flags.collapsed) + return; + + if(!ctx.webgl && !LGraphTexturePreview.allow_preview) + return; //not working well + + var tex = this.getInputData(0); + if(!tex) + return; + + var tex_canvas = null; + + if(!tex.handle && ctx.webgl) + tex_canvas = tex; + else + tex_canvas = LGraphTexture.generateLowResTexturePreview(tex); + + //render to graph canvas + ctx.save(); + if(this.properties.flipY) + { + ctx.translate(0,this.size[1]); + ctx.scale(1,-1); + } + ctx.drawImage(tex_canvas,0,0,this.size[0],this.size[1]); + ctx.restore(); + } + + LiteGraph.registerNodeType("texture/preview", LGraphTexturePreview ); + + //************************************** + + function LGraphTextureSave() + { + this.addInput("Texture","Texture"); + this.addOutput("","Texture"); + this.properties = {name:""}; + } + + LGraphTextureSave.title = "Save"; + LGraphTextureSave.desc = "Save a texture in the repository"; + + LGraphTextureSave.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex) + return; + + if(this.properties.name) + { + //for cases where we want to perform something when storing it + if( LGraphTexture.storeTexture ) + LGraphTexture.storeTexture( this.properties.name, tex ); + else + { + var container = LGraphTexture.getTexturesContainer(); + container[ this.properties.name ] = tex; + } + } + + this.setOutputData(0, tex); + } + + LiteGraph.registerNodeType("texture/save", LGraphTextureSave ); + + //**************************************************** + + function LGraphTextureOperation() + { + this.addInput("Texture","Texture"); + this.addInput("TextureB","Texture"); + this.addInput("value","number"); + this.addOutput("Texture","Texture"); + this.help = "

pixelcode must be vec3

\ +

uvcode must be vec2, is optional

\ +

uv: tex. coords

color: texture

colorB: textureB

time: scene time

value: input value

"; + + this.properties = {value:1, uvcode:"", pixelcode:"color + colorB * value", precision: LGraphTexture.DEFAULT }; + } + + LGraphTextureOperation.widgets_info = { + "uvcode": { widget:"textarea", height: 100 }, + "pixelcode": { widget:"textarea", height: 100 }, + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureOperation.title = "Operation"; + LGraphTextureOperation.desc = "Texture shader operation"; + + LGraphTextureOperation.prototype.getExtraMenuOptions = function(graphcanvas) + { + var that = this; + var txt = !that.properties.show ? "Show Texture" : "Hide Texture"; + return [ {content: txt, callback: + function() { + that.properties.show = !that.properties.show; + } + }]; + } + + LGraphTextureOperation.prototype.onDrawBackground = function(ctx) + { + if(this.flags.collapsed || this.size[1] <= 20 || !this.properties.show) + return; + + if(!this._tex) + return; + + //only works if using a webgl renderer + if(this._tex.gl != ctx) + return; + + //render to graph canvas + ctx.save(); + ctx.drawImage(this._tex, 0, 0, this.size[0], this.size[1]); + ctx.restore(); + } + + LGraphTextureOperation.prototype.onExecute = function() + { + var tex = this.getInputData(0); + + if(!this.isOutputConnected(0)) + return; //saves work + + if(this.properties.precision === LGraphTexture.PASS_THROUGH) + { + this.setOutputData(0, tex); + return; + } + + var texB = this.getInputData(1); + + if(!this.properties.uvcode && !this.properties.pixelcode) + return; + + var width = 512; + var height = 512; + if(tex) + { + width = tex.width; + height = tex.height; + } + else if (texB) + { + width = texB.width; + height = texB.height; + } + + var type = LGraphTexture.getTextureType( this.properties.precision, tex ); + + if(!tex && !this._tex ) + this._tex = new GL.Texture( width, height, { type: type, format: gl.RGBA, filter: gl.LINEAR }); + else + this._tex = LGraphTexture.getTargetTexture( tex || this._tex, this._tex, this.properties.precision ); + + var uvcode = ""; + if(this.properties.uvcode) + { + uvcode = "uv = " + this.properties.uvcode; + if(this.properties.uvcode.indexOf(";") != -1) //there are line breaks, means multiline code + uvcode = this.properties.uvcode; + } + + var pixelcode = ""; + if(this.properties.pixelcode) + { + pixelcode = "result = " + this.properties.pixelcode; + if(this.properties.pixelcode.indexOf(";") != -1) //there are line breaks, means multiline code + pixelcode = this.properties.pixelcode; + } + + var shader = this._shader; + + if(!shader || this._shader_code != (uvcode + "|" + pixelcode) ) + { + try + { + this._shader = new GL.Shader(Shader.SCREEN_VERTEX_SHADER, LGraphTextureOperation.pixel_shader, { UV_CODE: uvcode, PIXEL_CODE: pixelcode }); + this.boxcolor = "#00FF00"; + } + catch (err) + { + console.log("Error compiling shader: ", err); + this.boxcolor = "#FF0000"; + return; + } + this.boxcolor = "#FF0000"; + + this._shader_code = (uvcode + "|" + pixelcode); + shader = this._shader; + } + + if(!shader) + { + this.boxcolor = "red"; + return; + } + else + this.boxcolor = "green"; + + var value = this.getInputData(2); + if(value != null) + this.properties.value = value; + else + value = parseFloat( this.properties.value ); + + var time = this.graph.getTime(); + + this._tex.drawTo(function() { + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.CULL_FACE ); + gl.disable( gl.BLEND ); + if(tex) tex.bind(0); + if(texB) texB.bind(1); + var mesh = Mesh.getScreenQuad(); + shader.uniforms({u_texture:0, u_textureB:1, value: value, texSize:[width,height], time: time}).draw(mesh); + }); + + this.setOutputData(0, this._tex); + } + + LGraphTextureOperation.pixel_shader = "precision highp float;\n\ + \n\ + uniform sampler2D u_texture;\n\ + uniform sampler2D u_textureB;\n\ + varying vec2 v_coord;\n\ + uniform vec2 texSize;\n\ + uniform float time;\n\ + uniform float value;\n\ + \n\ + void main() {\n\ + vec2 uv = v_coord;\n\ + UV_CODE;\n\ + vec4 color4 = texture2D(u_texture, uv);\n\ + vec3 color = color4.rgb;\n\ + vec4 color4B = texture2D(u_textureB, uv);\n\ + vec3 colorB = color4B.rgb;\n\ + vec3 result = color;\n\ + float alpha = 1.0;\n\ + PIXEL_CODE;\n\ + gl_FragColor = vec4(result, alpha);\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/operation", LGraphTextureOperation ); + + //**************************************************** + + function LGraphTextureShader() + { + this.addOutput("out","Texture"); + this.properties = {code:"", width: 512, height: 512, precision: LGraphTexture.DEFAULT }; + + this.properties.code = "\nvoid main() {\n vec2 uv = v_coord;\n vec3 color = vec3(0.0);\n//your code here\n\ngl_FragColor = vec4(color, 1.0);\n}\n"; + this._uniforms = { in_texture:0, texSize: vec2.create(), time: 0 }; + } + + LGraphTextureShader.title = "Shader"; + LGraphTextureShader.desc = "Texture shader"; + LGraphTextureShader.widgets_info = { + "code": { type:"code" }, + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureShader.prototype.onPropertyChanged = function(name, value) + { + if(name != "code") + return; + + var shader = this.getShader(); + if(!shader) + return; + + //update connections + var uniforms = shader.uniformInfo; + + //remove deprecated slots + if(this.inputs) + { + var already = {}; + for(var i = 0; i < this.inputs.length; ++i) + { + var info = this.getInputInfo(i); + if(!info) + continue; + + if( uniforms[ info.name ] && !already[ info.name ] ) + { + already[ info.name ] = true; + continue; + } + this.removeInput(i); + i--; + } + } + + //update existing ones + for(var i in uniforms) + { + var info = shader.uniformInfo[i]; + if(info.loc === null) + continue; //is an attribute, not a uniform + if(i == "time") //default one + continue; + + var type = "number"; + if( this._shader.samplers[i] ) + type = "texture"; + else + { + switch(info.size) + { + case 1: type = "number"; break; + case 2: type = "vec2"; break; + case 3: type = "vec3"; break; + case 4: type = "vec4"; break; + case 9: type = "mat3"; break; + case 16: type = "mat4"; break; + default: continue; + } + } + + var slot = this.findInputSlot(i); + if(slot == -1) + { + this.addInput(i,type); + continue; + } + + var input_info = this.getInputInfo(slot); + if(!input_info) + this.addInput(i,type); + else + { + if(input_info.type == type) + continue; + this.removeInput(slot,type); + this.addInput(i,type); + } + } + } + + LGraphTextureShader.prototype.getShader = function() + { + //replug + if(this._shader && this._shader_code == this.properties.code) + return this._shader; + + this._shader_code = this.properties.code; + this._shader = new GL.Shader(Shader.SCREEN_VERTEX_SHADER, LGraphTextureShader.pixel_shader + this.properties.code ); + if(!this._shader) { + this.boxcolor = "red"; + return null; + } + else + this.boxcolor = "green"; + return this._shader; + } + + LGraphTextureShader.prototype.onExecute = function() + { + if(!this.isOutputConnected(0)) + return; //saves work + + var shader = this.getShader(); + if(!shader) + return; + + var tex_slot = 0; + var in_tex = null; + + //set uniforms + for(var i = 0; i < this.inputs.length; ++i) + { + var info = this.getInputInfo(i); + var data = this.getInputData(i); + if(data == null) + continue; + + if(data.constructor === GL.Texture) + { + data.bind(tex_slot); + if(!in_tex) + in_tex = data; + data = tex_slot; + tex_slot++; + } + shader.setUniform( info.name, data ); //data is tex_slot + } + + var uniforms = this._uniforms; + var type = LGraphTexture.getTextureType( this.properties.precision, in_tex ); + + //render to texture + var w = this.properties.width|0; + var h = this.properties.height|0; + if(w == 0) + w = in_tex ? in_tex.width : gl.canvas.width; + if(h == 0) + h = in_tex ? in_tex.height : gl.canvas.height; + uniforms.texSize[0] = w; + uniforms.texSize[1] = h; + uniforms.time = this.graph.getTime(); + + if(!this._tex || this._tex.type != type || this._tex.width != w || this._tex.height != h ) + this._tex = new GL.Texture( w, h, { type: type, format: gl.RGBA, filter: gl.LINEAR }); + var tex = this._tex; + tex.drawTo(function() { + shader.uniforms( uniforms ).draw( GL.Mesh.getScreenQuad() ); + }); + + this.setOutputData( 0, this._tex ); + } + + LGraphTextureShader.pixel_shader = "precision highp float;\n\ + \n\ + varying vec2 v_coord;\n\ + uniform float time;\n\ + "; + + LiteGraph.registerNodeType("texture/shader", LGraphTextureShader ); + + // Texture Scale Offset + + function LGraphTextureScaleOffset() + { + this.addInput("in","Texture"); + this.addInput("scale","vec2"); + this.addInput("offset","vec2"); + this.addOutput("out","Texture"); + this.properties = { offset: vec2.fromValues(0,0), scale: vec2.fromValues(1,1), precision: LGraphTexture.DEFAULT }; + } + + LGraphTextureScaleOffset.widgets_info = { + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureScaleOffset.title = "Scale/Offset"; + LGraphTextureScaleOffset.desc = "Applies an scaling and offseting"; + + LGraphTextureScaleOffset.prototype.onExecute = function() + { + var tex = this.getInputData(0); + + if(!this.isOutputConnected(0) || !tex) + return; //saves work + + if(this.properties.precision === LGraphTexture.PASS_THROUGH) + { + this.setOutputData(0, tex); + return; + } + + var width = tex.width; + var height = tex.height; + var type = this.precision === LGraphTexture.LOW ? gl.UNSIGNED_BYTE : gl.HIGH_PRECISION_FORMAT; + if (this.precision === LGraphTexture.DEFAULT) + type = tex.type; + + if(!this._tex || this._tex.width != width || this._tex.height != height || this._tex.type != type ) + this._tex = new GL.Texture( width, height, { type: type, format: gl.RGBA, filter: gl.LINEAR }); + + var shader = this._shader; + + if(!shader) + shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureScaleOffset.pixel_shader ); + + var scale = this.getInputData(1); + if(scale) + { + this.properties.scale[0] = scale[0]; + this.properties.scale[1] = scale[1]; + } + else + scale = this.properties.scale; + + var offset = this.getInputData(2); + if(offset) + { + this.properties.offset[0] = offset[0]; + this.properties.offset[1] = offset[1]; + } + else + offset = this.properties.offset; + + this._tex.drawTo(function() { + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.CULL_FACE ); + gl.disable( gl.BLEND ); + tex.bind(0); + var mesh = Mesh.getScreenQuad(); + shader.uniforms({u_texture:0, u_scale: scale, u_offset: offset}).draw( mesh ); + }); + + this.setOutputData( 0, this._tex ); + } + + LGraphTextureScaleOffset.pixel_shader = "precision highp float;\n\ + \n\ + uniform sampler2D u_texture;\n\ + uniform sampler2D u_textureB;\n\ + varying vec2 v_coord;\n\ + uniform vec2 u_scale;\n\ + uniform vec2 u_offset;\n\ + \n\ + void main() {\n\ + vec2 uv = v_coord;\n\ + uv = uv / u_scale - u_offset;\n\ + gl_FragColor = texture2D(u_texture, uv);\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/scaleOffset", LGraphTextureScaleOffset ); + + + + // Warp (distort a texture) ************************* + + function LGraphTextureWarp() + { + this.addInput("in","Texture"); + this.addInput("warp","Texture"); + this.addInput("factor","number"); + this.addOutput("out","Texture"); + this.properties = { factor: 0.01, precision: LGraphTexture.DEFAULT }; + } + + LGraphTextureWarp.widgets_info = { + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureWarp.title = "Warp"; + LGraphTextureWarp.desc = "Texture warp operation"; + + LGraphTextureWarp.prototype.onExecute = function() + { + var tex = this.getInputData(0); + + if(!this.isOutputConnected(0)) + return; //saves work + + if(this.properties.precision === LGraphTexture.PASS_THROUGH) + { + this.setOutputData(0, tex); + return; + } + + var texB = this.getInputData(1); + + var width = 512; + var height = 512; + var type = gl.UNSIGNED_BYTE; + if(tex) + { + width = tex.width; + height = tex.height; + type = tex.type; + } + else if (texB) + { + width = texB.width; + height = texB.height; + type = texB.type; + } + + if(!tex && !this._tex ) + this._tex = new GL.Texture( width, height, { type: this.precision === LGraphTexture.LOW ? gl.UNSIGNED_BYTE : gl.HIGH_PRECISION_FORMAT, format: gl.RGBA, filter: gl.LINEAR }); + else + this._tex = LGraphTexture.getTargetTexture( tex || this._tex, this._tex, this.properties.precision ); + + var shader = this._shader; + + if(!shader) + shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureWarp.pixel_shader ); + + var factor = this.getInputData(2); + if(factor != null) + this.properties.factor = factor; + else + factor = parseFloat( this.properties.factor ); + + this._tex.drawTo(function() { + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.CULL_FACE ); + gl.disable( gl.BLEND ); + if(tex) tex.bind(0); + if(texB) texB.bind(1); + var mesh = Mesh.getScreenQuad(); + shader.uniforms({u_texture:0, u_textureB:1, u_factor: factor }).draw( mesh ); + }); + + this.setOutputData(0, this._tex); + } + + LGraphTextureWarp.pixel_shader = "precision highp float;\n\ + \n\ + uniform sampler2D u_texture;\n\ + uniform sampler2D u_textureB;\n\ + varying vec2 v_coord;\n\ + uniform float u_factor;\n\ + \n\ + void main() {\n\ + vec2 uv = v_coord;\n\ + uv += ( texture2D(u_textureB, uv).rg - vec2(0.5)) * u_factor;\n\ + gl_FragColor = texture2D(u_texture, uv);\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/warp", LGraphTextureWarp ); + + //**************************************************** + + // Texture to Viewport ***************************************** + function LGraphTextureToViewport() + { + this.addInput("Texture","Texture"); + this.properties = { additive: false, antialiasing: false, filter: true, disable_alpha: false, gamma: 1.0 }; + this.size[0] = 130; + } + + LGraphTextureToViewport.title = "to Viewport"; + LGraphTextureToViewport.desc = "Texture to viewport"; + + LGraphTextureToViewport.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex) + return; + + if(this.properties.disable_alpha) + gl.disable( gl.BLEND ); + else + { + gl.enable( gl.BLEND ); + if(this.properties.additive) + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + else + gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA ); + } + + gl.disable( gl.DEPTH_TEST ); + var gamma = this.properties.gamma || 1.0; + if( this.isInputConnected(1) ) + gamma = this.getInputData(1); + + tex.setParameter( gl.TEXTURE_MAG_FILTER, this.properties.filter ? gl.LINEAR : gl.NEAREST ); + + if(this.properties.antialiasing) + { + if(!LGraphTextureToViewport._shader) + LGraphTextureToViewport._shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureToViewport.aa_pixel_shader ); + + var viewport = gl.getViewport(); //gl.getParameter(gl.VIEWPORT); + var mesh = Mesh.getScreenQuad(); + tex.bind(0); + LGraphTextureToViewport._shader.uniforms({u_texture:0, uViewportSize:[tex.width,tex.height], u_igamma: 1 / gamma, inverseVP: [1/tex.width,1/tex.height] }).draw(mesh); + } + else + { + if(gamma != 1.0) + { + if(!LGraphTextureToViewport._gamma_shader) + LGraphTextureToViewport._gamma_shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureToViewport.gamma_pixel_shader ); + tex.toViewport(LGraphTextureToViewport._gamma_shader, { u_texture:0, u_igamma: 1 / gamma }); + } + else + tex.toViewport(); + } + } + + LGraphTextureToViewport.prototype.onGetInputs = function() + { + return [["gamma","number"]]; + } + + LGraphTextureToViewport.aa_pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform vec2 uViewportSize;\n\ + uniform vec2 inverseVP;\n\ + uniform float u_igamma;\n\ + #define FXAA_REDUCE_MIN (1.0/ 128.0)\n\ + #define FXAA_REDUCE_MUL (1.0 / 8.0)\n\ + #define FXAA_SPAN_MAX 8.0\n\ + \n\ + /* from mitsuhiko/webgl-meincraft based on the code on geeks3d.com */\n\ + vec4 applyFXAA(sampler2D tex, vec2 fragCoord)\n\ + {\n\ + vec4 color = vec4(0.0);\n\ + /*vec2 inverseVP = vec2(1.0 / uViewportSize.x, 1.0 / uViewportSize.y);*/\n\ + vec3 rgbNW = texture2D(tex, (fragCoord + vec2(-1.0, -1.0)) * inverseVP).xyz;\n\ + vec3 rgbNE = texture2D(tex, (fragCoord + vec2(1.0, -1.0)) * inverseVP).xyz;\n\ + vec3 rgbSW = texture2D(tex, (fragCoord + vec2(-1.0, 1.0)) * inverseVP).xyz;\n\ + vec3 rgbSE = texture2D(tex, (fragCoord + vec2(1.0, 1.0)) * inverseVP).xyz;\n\ + vec3 rgbM = texture2D(tex, fragCoord * inverseVP).xyz;\n\ + vec3 luma = vec3(0.299, 0.587, 0.114);\n\ + float lumaNW = dot(rgbNW, luma);\n\ + float lumaNE = dot(rgbNE, luma);\n\ + float lumaSW = dot(rgbSW, luma);\n\ + float lumaSE = dot(rgbSE, luma);\n\ + float lumaM = dot(rgbM, luma);\n\ + float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n\ + float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\ + \n\ + vec2 dir;\n\ + dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n\ + dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\ + \n\ + float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\ + \n\ + float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);\n\ + dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * inverseVP;\n\ + \n\ + vec3 rgbA = 0.5 * (texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz + \n\ + texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);\n\ + vec3 rgbB = rgbA * 0.5 + 0.25 * (texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz + \n\ + texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);\n\ + \n\ + //return vec4(rgbA,1.0);\n\ + float lumaB = dot(rgbB, luma);\n\ + if ((lumaB < lumaMin) || (lumaB > lumaMax))\n\ + color = vec4(rgbA, 1.0);\n\ + else\n\ + color = vec4(rgbB, 1.0);\n\ + if(u_igamma != 1.0)\n\ + color.xyz = pow( color.xyz, vec3(u_igamma) );\n\ + return color;\n\ + }\n\ + \n\ + void main() {\n\ + gl_FragColor = applyFXAA( u_texture, v_coord * uViewportSize) ;\n\ + }\n\ + "; + + LGraphTextureToViewport.gamma_pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform float u_igamma;\n\ + void main() {\n\ + vec4 color = texture2D( u_texture, v_coord);\n\ + color.xyz = pow(color.xyz, vec3(u_igamma) );\n\ + gl_FragColor = color;\n\ + }\n\ + "; + + + LiteGraph.registerNodeType("texture/toviewport", LGraphTextureToViewport ); + + + // Texture Copy ***************************************** + function LGraphTextureCopy() + { + this.addInput("Texture","Texture"); + this.addOutput("","Texture"); + this.properties = { size: 0, generate_mipmaps: false, precision: LGraphTexture.DEFAULT }; + } + + LGraphTextureCopy.title = "Copy"; + LGraphTextureCopy.desc = "Copy Texture"; + LGraphTextureCopy.widgets_info = { + size: { widget:"combo", values:[0,32,64,128,256,512,1024,2048]}, + precision: { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureCopy.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex && !this._temp_texture) + return; + + if(!this.isOutputConnected(0)) + return; //saves work + + //copy the texture + if(tex) + { + var width = tex.width; + var height = tex.height; + + if(this.properties.size != 0) + { + width = this.properties.size; + height = this.properties.size; + } + + var temp = this._temp_texture; + + var type = tex.type; + if(this.properties.precision === LGraphTexture.LOW) + type = gl.UNSIGNED_BYTE; + else if(this.properties.precision === LGraphTexture.HIGH) + type = gl.HIGH_PRECISION_FORMAT; + + if(!temp || temp.width != width || temp.height != height || temp.type != type ) + { + var minFilter = gl.LINEAR; + if( this.properties.generate_mipmaps && isPowerOfTwo(width) && isPowerOfTwo(height) ) + minFilter = gl.LINEAR_MIPMAP_LINEAR; + this._temp_texture = new GL.Texture( width, height, { type: type, format: gl.RGBA, minFilter: minFilter, magFilter: gl.LINEAR }); + } + tex.copyTo(this._temp_texture); + + if(this.properties.generate_mipmaps) + { + this._temp_texture.bind(0); + gl.generateMipmap(this._temp_texture.texture_type); + this._temp_texture.unbind(0); + } + } + + + this.setOutputData(0,this._temp_texture); + } + + LiteGraph.registerNodeType("texture/copy", LGraphTextureCopy ); + + + // Texture Downsample ***************************************** + function LGraphTextureDownsample() + { + this.addInput("Texture","Texture"); + this.addOutput("","Texture"); + this.properties = { iterations: 1, generate_mipmaps: false, precision: LGraphTexture.DEFAULT }; + } + + LGraphTextureDownsample.title = "Downsample"; + LGraphTextureDownsample.desc = "Downsample Texture"; + LGraphTextureDownsample.widgets_info = { + iterations: { type:"number", step: 1, precision: 0, min: 1 }, + precision: { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureDownsample.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex && !this._temp_texture) + return; + + if(!this.isOutputConnected(0)) + return; //saves work + + //we do not allow any texture different than texture 2D + if(!tex || tex.texture_type !== GL.TEXTURE_2D ) + return; + + var shader = LGraphTextureDownsample._shader; + if(!shader) + LGraphTextureDownsample._shader = shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureDownsample.pixel_shader ); + + var width = tex.width|0; + var height = tex.height|0; + var type = tex.type; + if(this.properties.precision === LGraphTexture.LOW) + type = gl.UNSIGNED_BYTE; + else if(this.properties.precision === LGraphTexture.HIGH) + type = gl.HIGH_PRECISION_FORMAT; + var iterations = this.properties.iterations || 1; + + var origin = tex; + var target = null; + + var temp = []; + var options = { + type: type, + format: tex.format + }; + + var offset = vec2.create(); + var uniforms = { + u_offset: offset + }; + + if( this._texture ) + GL.Texture.releaseTemporary( this._texture ); + + for(var i = 0; i < iterations; ++i) + { + offset[0] = 1/width; + offset[1] = 1/height; + width = width>>1 || 0; + height = height>>1 || 0; + target = GL.Texture.getTemporary( width, height, options ); + temp.push( target ); + origin.setParameter( GL.TEXTURE_MAG_FILTER, GL.NEAREST ); + origin.copyTo( target, shader, uniforms ); + if(width == 1 && height == 1) + break; //nothing else to do + origin = target; + } + + //keep the last texture used + this._texture = temp.pop(); + + //free the rest + for(var i = 0; i < temp.length; ++i) + GL.Texture.releaseTemporary( temp[i] ); + + if(this.properties.generate_mipmaps) + { + this._texture.bind(0); + gl.generateMipmap(this._texture.texture_type); + this._texture.unbind(0); + } + + this.setOutputData(0,this._texture); + } + + LGraphTextureDownsample.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + uniform sampler2D u_texture;\n\ + uniform vec2 u_offset;\n\ + varying vec2 v_coord;\n\ + \n\ + void main() {\n\ + vec4 color = texture2D(u_texture, v_coord );\n\ + color += texture2D(u_texture, v_coord + vec2( u_offset.x, 0.0 ) );\n\ + color += texture2D(u_texture, v_coord + vec2( 0.0, u_offset.y ) );\n\ + color += texture2D(u_texture, v_coord + vec2( u_offset.x, u_offset.y ) );\n\ + gl_FragColor = color * 0.25;\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/downsample", LGraphTextureDownsample ); + + + + // Texture Copy ***************************************** + function LGraphTextureAverage() + { + this.addInput("Texture","Texture"); + this.addOutput("tex","Texture"); + this.addOutput("avg","vec4"); + this.addOutput("lum","number"); + this.properties = { mipmap_offset: 0, low_precision: false }; + + this._uniforms = { u_texture: 0, u_mipmap_offset: this.properties.mipmap_offset }; + this._luminance = new Float32Array(4); + } + + LGraphTextureAverage.title = "Average"; + LGraphTextureAverage.desc = "Compute a partial average (32 random samples) of a texture and stores it as a 1x1 pixel texture"; + + LGraphTextureAverage.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex) + return; + + if(!this.isOutputConnected(0) && !this.isOutputConnected(1) && !this.isOutputConnected(2)) + return; //saves work + + if(!LGraphTextureAverage._shader) + { + LGraphTextureAverage._shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureAverage.pixel_shader); + //creates 32 random numbers and stores the, in two mat4 + var samples = new Float32Array(32); + for(var i = 0; i < 32; ++i) + samples[i] = Math.random(); + LGraphTextureAverage._shader.uniforms({u_samples_a: samples.subarray(0,16), u_samples_b: samples.subarray(16,32) }); + } + + var temp = this._temp_texture; + var type = gl.UNSIGNED_BYTE; + if(tex.type != type) //force floats, half floats cannot be read with gl.readPixels + type = gl.FLOAT; + + if(!temp || temp.type != type ) + this._temp_texture = new GL.Texture( 1, 1, { type: type, format: gl.RGBA, filter: gl.NEAREST }); + + var shader = LGraphTextureAverage._shader; + var uniforms = this._uniforms; + uniforms.u_mipmap_offset = this.properties.mipmap_offset; + this._temp_texture.drawTo(function(){ + tex.toViewport( shader, uniforms ); + }); + + this.setOutputData(0,this._temp_texture); + + if(this.isOutputConnected(1) || this.isOutputConnected(2)) + { + var pixel = this._temp_texture.getPixels(); + if(pixel) + { + var v = this._luminance; + var type = this._temp_texture.type; + v.set( pixel ); + if(type == gl.UNSIGNED_BYTE) + vec4.scale( v,v, 1/255 ); + else if(type == GL.HALF_FLOAT || type == GL.HALF_FLOAT_OES) + vec4.scale( v,v, 1/(255*255) ); //is this correct? + this.setOutputData(1,v); + this.setOutputData(2,(v[0] + v[1] + v[2]) / 3); + } + + } + } + + LGraphTextureAverage.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + uniform mat4 u_samples_a;\n\ + uniform mat4 u_samples_b;\n\ + uniform sampler2D u_texture;\n\ + uniform float u_mipmap_offset;\n\ + varying vec2 v_coord;\n\ + \n\ + void main() {\n\ + vec4 color = vec4(0.0);\n\ + for(int i = 0; i < 4; ++i)\n\ + for(int j = 0; j < 4; ++j)\n\ + {\n\ + color += texture2D(u_texture, vec2( u_samples_a[i][j], u_samples_b[i][j] ), u_mipmap_offset );\n\ + color += texture2D(u_texture, vec2( 1.0 - u_samples_a[i][j], 1.0 - u_samples_b[i][j] ), u_mipmap_offset );\n\ + }\n\ + gl_FragColor = color * 0.03125;\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/average", LGraphTextureAverage ); + + // Image To Texture ***************************************** + function LGraphImageToTexture() + { + this.addInput("Image","image"); + this.addOutput("","Texture"); + this.properties = {}; + } + + LGraphImageToTexture.title = "Image to Texture"; + LGraphImageToTexture.desc = "Uploads an image to the GPU"; + //LGraphImageToTexture.widgets_info = { size: { widget:"combo", values:[0,32,64,128,256,512,1024,2048]} }; + + LGraphImageToTexture.prototype.onExecute = function() + { + var img = this.getInputData(0); + if(!img) + return; + + var width = img.videoWidth || img.width; + var height = img.videoHeight || img.height; + + //this is in case we are using a webgl canvas already, no need to reupload it + if(img.gltexture) + { + this.setOutputData(0,img.gltexture); + return; + } + + + var temp = this._temp_texture; + if(!temp || temp.width != width || temp.height != height ) + this._temp_texture = new GL.Texture( width, height, { format: gl.RGBA, filter: gl.LINEAR }); + + try + { + this._temp_texture.uploadImage(img); + } + catch(err) + { + console.error("image comes from an unsafe location, cannot be uploaded to webgl: " + err); + return; + } + + this.setOutputData(0,this._temp_texture); + } + + LiteGraph.registerNodeType("texture/imageToTexture", LGraphImageToTexture ); + + + // Texture LUT ***************************************** + function LGraphTextureLUT() + { + this.addInput("Texture","Texture"); + this.addInput("LUT","Texture"); + this.addInput("Intensity","number"); + this.addOutput("","Texture"); + this.properties = { intensity: 1, precision: LGraphTexture.DEFAULT, texture: null }; + + if(!LGraphTextureLUT._shader) + LGraphTextureLUT._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureLUT.pixel_shader ); + } + + LGraphTextureLUT.widgets_info = { + "texture": { widget:"texture"}, + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureLUT.title = "LUT"; + LGraphTextureLUT.desc = "Apply LUT to Texture"; + + LGraphTextureLUT.prototype.onExecute = function() + { + if(!this.isOutputConnected(0)) + return; //saves work + + var tex = this.getInputData(0); + + if(this.properties.precision === LGraphTexture.PASS_THROUGH ) + { + this.setOutputData(0,tex); + return; + } + + if(!tex) + return; + + var lut_tex = this.getInputData(1); + + if(!lut_tex) + lut_tex = LGraphTexture.getTexture( this.properties.texture ); + + if(!lut_tex) + { + this.setOutputData(0,tex); + return; + } + + lut_tex.bind(0); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR ); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE ); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE ); + gl.bindTexture(gl.TEXTURE_2D, null); + + var intensity = this.properties.intensity; + if( this.isInputConnected(2) ) + this.properties.intensity = intensity = this.getInputData(2); + + this._tex = LGraphTexture.getTargetTexture( tex, this._tex, this.properties.precision ); + + //var mesh = Mesh.getScreenQuad(); + + this._tex.drawTo(function() { + lut_tex.bind(1); + tex.toViewport( LGraphTextureLUT._shader, {u_texture:0, u_textureB:1, u_amount: intensity} ); + }); + + this.setOutputData(0,this._tex); + } + + LGraphTextureLUT.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform sampler2D u_textureB;\n\ + uniform float u_amount;\n\ + \n\ + void main() {\n\ + lowp vec4 textureColor = clamp( texture2D(u_texture, v_coord), vec4(0.0), vec4(1.0) );\n\ + mediump float blueColor = textureColor.b * 63.0;\n\ + mediump vec2 quad1;\n\ + quad1.y = floor(floor(blueColor) / 8.0);\n\ + quad1.x = floor(blueColor) - (quad1.y * 8.0);\n\ + mediump vec2 quad2;\n\ + quad2.y = floor(ceil(blueColor) / 8.0);\n\ + quad2.x = ceil(blueColor) - (quad2.y * 8.0);\n\ + highp vec2 texPos1;\n\ + texPos1.x = (quad1.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\ + texPos1.y = 1.0 - ((quad1.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\ + highp vec2 texPos2;\n\ + texPos2.x = (quad2.x * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.r);\n\ + texPos2.y = 1.0 - ((quad2.y * 0.125) + 0.5/512.0 + ((0.125 - 1.0/512.0) * textureColor.g));\n\ + lowp vec4 newColor1 = texture2D(u_textureB, texPos1);\n\ + lowp vec4 newColor2 = texture2D(u_textureB, texPos2);\n\ + lowp vec4 newColor = mix(newColor1, newColor2, fract(blueColor));\n\ + gl_FragColor = vec4( mix( textureColor.rgb, newColor.rgb, u_amount), textureColor.w);\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/LUT", LGraphTextureLUT ); + + // Texture Channels ***************************************** + function LGraphTextureChannels() + { + this.addInput("Texture","Texture"); + + this.addOutput("R","Texture"); + this.addOutput("G","Texture"); + this.addOutput("B","Texture"); + this.addOutput("A","Texture"); + + this.properties = {}; + if(!LGraphTextureChannels._shader) + LGraphTextureChannels._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureChannels.pixel_shader ); + } + + LGraphTextureChannels.title = "Texture to Channels"; + LGraphTextureChannels.desc = "Split texture channels"; + + LGraphTextureChannels.prototype.onExecute = function() + { + var texA = this.getInputData(0); + if(!texA) return; + + if(!this._channels) + this._channels = Array(4); + + var connections = 0; + for(var i = 0; i < 4; i++) + { + if(this.isOutputConnected(i)) + { + if(!this._channels[i] || this._channels[i].width != texA.width || this._channels[i].height != texA.height || this._channels[i].type != texA.type) + this._channels[i] = new GL.Texture( texA.width, texA.height, { type: texA.type, format: gl.RGBA, filter: gl.LINEAR }); + connections++; + } + else + this._channels[i] = null; + } + + if(!connections) + return; + + gl.disable( gl.BLEND ); + gl.disable( gl.DEPTH_TEST ); + + var mesh = Mesh.getScreenQuad(); + var shader = LGraphTextureChannels._shader; + var masks = [[1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1]]; + + for(var i = 0; i < 4; i++) + { + if(!this._channels[i]) + continue; + + this._channels[i].drawTo( function() { + texA.bind(0); + shader.uniforms({u_texture:0, u_mask: masks[i]}).draw(mesh); + }); + this.setOutputData(i, this._channels[i]); + } + } + + LGraphTextureChannels.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform vec4 u_mask;\n\ + \n\ + void main() {\n\ + gl_FragColor = vec4( vec3( length( texture2D(u_texture, v_coord) * u_mask )), 1.0 );\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/textureChannels", LGraphTextureChannels ); + + + // Texture Channels to Texture ***************************************** + function LGraphChannelsTexture() + { + this.addInput("R","Texture"); + this.addInput("G","Texture"); + this.addInput("B","Texture"); + this.addInput("A","Texture"); + + this.addOutput("Texture","Texture"); + + this.properties = {}; + if(!LGraphChannelsTexture._shader) + LGraphChannelsTexture._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphChannelsTexture.pixel_shader ); + } + + LGraphChannelsTexture.title = "Channels to Texture"; + LGraphChannelsTexture.desc = "Split texture channels"; + + LGraphChannelsTexture.prototype.onExecute = function() + { + var tex = [ this.getInputData(0), + this.getInputData(1), + this.getInputData(2), + this.getInputData(3) ]; + + if(!tex[0] || !tex[1] || !tex[2] || !tex[3]) + return; + + gl.disable( gl.BLEND ); + gl.disable( gl.DEPTH_TEST ); + + var mesh = Mesh.getScreenQuad(); + var shader = LGraphChannelsTexture._shader; + + this._tex = LGraphTexture.getTargetTexture( tex[0], this._tex ); + + this._tex.drawTo( function() { + tex[0].bind(0); + tex[1].bind(1); + tex[2].bind(2); + tex[3].bind(3); + shader.uniforms({u_textureR:0, u_textureG:1, u_textureB:2, u_textureA:3 }).draw(mesh); + }); + this.setOutputData(0, this._tex); + } + + LGraphChannelsTexture.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_textureR;\n\ + uniform sampler2D u_textureG;\n\ + uniform sampler2D u_textureB;\n\ + uniform sampler2D u_textureA;\n\ + \n\ + void main() {\n\ + gl_FragColor = vec4( \ + texture2D(u_textureR, v_coord).r,\ + texture2D(u_textureG, v_coord).r,\ + texture2D(u_textureB, v_coord).r,\ + texture2D(u_textureA, v_coord).r);\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/channelsTexture", LGraphChannelsTexture ); + + // Texture Channels to Texture ***************************************** + function LGraphTextureGradient() + { + this.addInput("A","color"); + this.addInput("B","color"); + this.addOutput("Texture","Texture"); + + this.properties = { angle: 0, scale: 1, A:[0,0,0], B:[1,1,1], texture_size:32 }; + if(!LGraphTextureGradient._shader) + LGraphTextureGradient._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureGradient.pixel_shader ); + + this._uniforms = { u_angle: 0, u_colorA: vec3.create(), u_colorB: vec3.create()}; + } + + LGraphTextureGradient.title = "Gradient"; + LGraphTextureGradient.desc = "Generates a gradient"; + LGraphTextureGradient["@A"] = { type:"color" }; + LGraphTextureGradient["@B"] = { type:"color" }; + LGraphTextureGradient["@texture_size"] = { type:"enum", values:[32,64,128,256,512] }; + + LGraphTextureGradient.prototype.onExecute = function() + { + gl.disable( gl.BLEND ); + gl.disable( gl.DEPTH_TEST ); + + var mesh = GL.Mesh.getScreenQuad(); + var shader = LGraphTextureGradient._shader; + + var A = this.getInputData(0); + if(!A) + A = this.properties.A; + var B = this.getInputData(1); + if(!B) + B = this.properties.B; + + //angle and scale + for(var i = 2; i < this.inputs.length; i++) + { + var input = this.inputs[i]; + var v = this.getInputData(i); + if(v === undefined) + continue; + this.properties[ input.name ] = v; + } + + var uniforms = this._uniforms; + this._uniforms.u_angle = this.properties.angle * DEG2RAD; + this._uniforms.u_scale = this.properties.scale; + vec3.copy( uniforms.u_colorA, A ); + vec3.copy( uniforms.u_colorB, B ); + + var size = parseInt( this.properties.texture_size ); + if(!this._tex || this._tex.width != size ) + this._tex = new GL.Texture( size, size, { format: gl.RGB, filter: gl.LINEAR }); + + this._tex.drawTo( function() { + shader.uniforms(uniforms).draw(mesh); + }); + this.setOutputData(0, this._tex); + } + + LGraphTextureGradient.prototype.onGetInputs = function() + { + return [["angle","number"],["scale","number"]]; + } + + LGraphTextureGradient.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform float u_angle;\n\ + uniform float u_scale;\n\ + uniform vec3 u_colorA;\n\ + uniform vec3 u_colorB;\n\ + \n\ + vec2 rotate(vec2 v, float angle)\n\ + {\n\ + vec2 result;\n\ + float _cos = cos(angle);\n\ + float _sin = sin(angle);\n\ + result.x = v.x * _cos - v.y * _sin;\n\ + result.y = v.x * _sin + v.y * _cos;\n\ + return result;\n\ + }\n\ + void main() {\n\ + float f = (rotate(u_scale * (v_coord - vec2(0.5)), u_angle) + vec2(0.5)).x;\n\ + vec3 color = mix(u_colorA,u_colorB,clamp(f,0.0,1.0));\n\ + gl_FragColor = vec4(color,1.0);\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/gradient", LGraphTextureGradient ); + + // Texture Mix ***************************************** + function LGraphTextureMix() + { + this.addInput("A","Texture"); + this.addInput("B","Texture"); + this.addInput("Mixer","Texture"); + + this.addOutput("Texture","Texture"); + this.properties = { precision: LGraphTexture.DEFAULT }; + + if(!LGraphTextureMix._shader) + LGraphTextureMix._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureMix.pixel_shader ); + } + + LGraphTextureMix.title = "Mix"; + LGraphTextureMix.desc = "Generates a texture mixing two textures"; + + LGraphTextureMix.widgets_info = { + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureMix.prototype.onExecute = function() + { + var texA = this.getInputData(0); + + if(!this.isOutputConnected(0)) + return; //saves work + + if(this.properties.precision === LGraphTexture.PASS_THROUGH ) + { + this.setOutputData(0,texA); + return; + } + + var texB = this.getInputData(1); + var texMix = this.getInputData(2); + if(!texA || !texB || !texMix) return; + + this._tex = LGraphTexture.getTargetTexture( texA, this._tex, this.properties.precision ); + + gl.disable( gl.BLEND ); + gl.disable( gl.DEPTH_TEST ); + + var mesh = Mesh.getScreenQuad(); + var shader = LGraphTextureMix._shader; + + this._tex.drawTo( function() { + texA.bind(0); + texB.bind(1); + texMix.bind(2); + shader.uniforms({u_textureA:0,u_textureB:1,u_textureMix:2}).draw(mesh); + }); + + this.setOutputData(0, this._tex); + } + + LGraphTextureMix.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_textureA;\n\ + uniform sampler2D u_textureB;\n\ + uniform sampler2D u_textureMix;\n\ + \n\ + void main() {\n\ + gl_FragColor = mix( texture2D(u_textureA, v_coord), texture2D(u_textureB, v_coord), texture2D(u_textureMix, v_coord) );\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/mix", LGraphTextureMix ); + + // Texture Edges detection ***************************************** + function LGraphTextureEdges() + { + this.addInput("Tex.","Texture"); + + this.addOutput("Edges","Texture"); + this.properties = { invert: true, threshold: false, factor: 1, precision: LGraphTexture.DEFAULT }; + + if(!LGraphTextureEdges._shader) + LGraphTextureEdges._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureEdges.pixel_shader ); + } + + LGraphTextureEdges.title = "Edges"; + LGraphTextureEdges.desc = "Detects edges"; + + LGraphTextureEdges.widgets_info = { + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureEdges.prototype.onExecute = function() + { + if(!this.isOutputConnected(0)) + return; //saves work + + var tex = this.getInputData(0); + + if(this.properties.precision === LGraphTexture.PASS_THROUGH ) + { + this.setOutputData(0,tex); + return; + } + + if(!tex) return; + + this._tex = LGraphTexture.getTargetTexture( tex, this._tex, this.properties.precision ); + + gl.disable( gl.BLEND ); + gl.disable( gl.DEPTH_TEST ); + + var mesh = Mesh.getScreenQuad(); + var shader = LGraphTextureEdges._shader; + var invert = this.properties.invert; + var factor = this.properties.factor; + var threshold = this.properties.threshold ? 1 : 0; + + this._tex.drawTo( function() { + tex.bind(0); + shader.uniforms({u_texture:0, u_isize:[1/tex.width,1/tex.height], u_factor: factor, u_threshold: threshold, u_invert: invert ? 1 : 0}).draw(mesh); + }); + + this.setOutputData(0, this._tex); + } + + LGraphTextureEdges.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform vec2 u_isize;\n\ + uniform int u_invert;\n\ + uniform float u_factor;\n\ + uniform float u_threshold;\n\ + \n\ + void main() {\n\ + vec4 center = texture2D(u_texture, v_coord);\n\ + vec4 up = texture2D(u_texture, v_coord + u_isize * vec2(0.0,1.0) );\n\ + vec4 down = texture2D(u_texture, v_coord + u_isize * vec2(0.0,-1.0) );\n\ + vec4 left = texture2D(u_texture, v_coord + u_isize * vec2(1.0,0.0) );\n\ + vec4 right = texture2D(u_texture, v_coord + u_isize * vec2(-1.0,0.0) );\n\ + vec4 diff = abs(center - up) + abs(center - down) + abs(center - left) + abs(center - right);\n\ + diff *= u_factor;\n\ + if(u_invert == 1)\n\ + diff.xyz = vec3(1.0) - diff.xyz;\n\ + if( u_threshold == 0.0 )\n\ + gl_FragColor = vec4( diff.xyz, center.a );\n\ + else\n\ + gl_FragColor = vec4( diff.x > 0.5 ? 1.0 : 0.0, diff.y > 0.5 ? 1.0 : 0.0, diff.z > 0.5 ? 1.0 : 0.0, center.a );\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/edges", LGraphTextureEdges ); + + // Texture Depth ***************************************** + function LGraphTextureDepthRange() + { + this.addInput("Texture","Texture"); + this.addInput("Distance","number"); + this.addInput("Range","number"); + this.addOutput("Texture","Texture"); + this.properties = { distance:100, range: 50, only_depth: false, high_precision: false }; + this._uniforms = {u_texture:0, u_distance: 100, u_range: 50, u_camera_planes: null }; + } + + LGraphTextureDepthRange.title = "Depth Range"; + LGraphTextureDepthRange.desc = "Generates a texture with a depth range"; + + LGraphTextureDepthRange.prototype.onExecute = function() + { + if(!this.isOutputConnected(0)) + return; //saves work + + var tex = this.getInputData(0); + if(!tex) return; + + var precision = gl.UNSIGNED_BYTE; + if(this.properties.high_precision) + precision = gl.half_float_ext ? gl.HALF_FLOAT_OES : gl.FLOAT; + + if(!this._temp_texture || this._temp_texture.type != precision || + this._temp_texture.width != tex.width || this._temp_texture.height != tex.height) + this._temp_texture = new GL.Texture( tex.width, tex.height, { type: precision, format: gl.RGBA, filter: gl.LINEAR }); + + var uniforms = this._uniforms; + + //iterations + var distance = this.properties.distance; + if( this.isInputConnected(1) ) + { + distance = this.getInputData(1); + this.properties.distance = distance; + } + + var range = this.properties.range; + if( this.isInputConnected(2) ) + { + range = this.getInputData(2); + this.properties.range = range; + } + + uniforms.u_distance = distance; + uniforms.u_range = range; + + gl.disable( gl.BLEND ); + gl.disable( gl.DEPTH_TEST ); + var mesh = Mesh.getScreenQuad(); + if(!LGraphTextureDepthRange._shader) + { + LGraphTextureDepthRange._shader = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureDepthRange.pixel_shader ); + LGraphTextureDepthRange._shader_onlydepth = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureDepthRange.pixel_shader, { ONLY_DEPTH:""} ); + } + var shader = this.properties.only_depth ? LGraphTextureDepthRange._shader_onlydepth : LGraphTextureDepthRange._shader; + + //NEAR AND FAR PLANES + var planes = null; + if( tex.near_far_planes ) + planes = tex.near_far_planes; + else if( window.LS && LS.Renderer._main_camera ) + planes = LS.Renderer._main_camera._uniforms.u_camera_planes; + else + planes = [0.1,1000]; //hardcoded + uniforms.u_camera_planes = planes; + + + this._temp_texture.drawTo( function() { + tex.bind(0); + shader.uniforms( uniforms ).draw(mesh); + }); + + this._temp_texture.near_far_planes = planes; + this.setOutputData(0, this._temp_texture ); + } + + LGraphTextureDepthRange.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform vec2 u_camera_planes;\n\ + uniform float u_distance;\n\ + uniform float u_range;\n\ + \n\ + float LinearDepth()\n\ + {\n\ + float zNear = u_camera_planes.x;\n\ + float zFar = u_camera_planes.y;\n\ + float depth = texture2D(u_texture, v_coord).x;\n\ + depth = depth * 2.0 - 1.0;\n\ + return zNear * (depth + 1.0) / (zFar + zNear - depth * (zFar - zNear));\n\ + }\n\ + \n\ + void main() {\n\ + float depth = LinearDepth();\n\ + #ifdef ONLY_DEPTH\n\ + gl_FragColor = vec4(depth);\n\ + #else\n\ + float diff = abs(depth * u_camera_planes.y - u_distance);\n\ + float dof = 1.0;\n\ + if(diff <= u_range)\n\ + dof = diff / u_range;\n\ + gl_FragColor = vec4(dof);\n\ + #endif\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/depth_range", LGraphTextureDepthRange ); + + // Texture Blur ***************************************** + function LGraphTextureBlur() + { + this.addInput("Texture","Texture"); + this.addInput("Iterations","number"); + this.addInput("Intensity","number"); + this.addOutput("Blurred","Texture"); + this.properties = { intensity: 1, iterations: 1, preserve_aspect: false, scale:[1,1], precision: LGraphTexture.DEFAULT }; + } + + LGraphTextureBlur.title = "Blur"; + LGraphTextureBlur.desc = "Blur a texture"; + + LGraphTextureBlur.widgets_info = { + precision: { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureBlur.max_iterations = 20; + + LGraphTextureBlur.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex) + return; + + if(!this.isOutputConnected(0)) + return; //saves work + + var temp = this._final_texture; + + if(!temp || temp.width != tex.width || temp.height != tex.height || temp.type != tex.type ) + { + //we need two textures to do the blurring + //this._temp_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); + temp = this._final_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); + } + + //iterations + var iterations = this.properties.iterations; + if( this.isInputConnected(1) ) + { + iterations = this.getInputData(1); + this.properties.iterations = iterations; + } + iterations = Math.min( Math.floor(iterations), LGraphTextureBlur.max_iterations ); + if(iterations == 0) //skip blurring + { + this.setOutputData(0, tex); + return; + } + + var intensity = this.properties.intensity; + if( this.isInputConnected(2) ) + { + intensity = this.getInputData(2); + this.properties.intensity = intensity; + } + + //blur sometimes needs an aspect correction + var aspect = LiteGraph.camera_aspect; + if(!aspect && window.gl !== undefined) + aspect = gl.canvas.height / gl.canvas.width; + if(!aspect) + aspect = 1; + aspect = this.properties.preserve_aspect ? aspect : 1; + + var scale = this.properties.scale || [1,1]; + tex.applyBlur( aspect * scale[0], scale[1], intensity, temp ); + for(var i = 1; i < iterations; ++i) + temp.applyBlur( aspect * scale[0] * (i+1), scale[1] * (i+1), intensity ); + + this.setOutputData(0, temp ); + } + + /* + LGraphTextureBlur.pixel_shader = "precision highp float;\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform vec2 u_offset;\n\ + uniform float u_intensity;\n\ + void main() {\n\ + vec4 sum = vec4(0.0);\n\ + vec4 center = texture2D(u_texture, v_coord);\n\ + sum += texture2D(u_texture, v_coord + u_offset * -4.0) * 0.05/0.98;\n\ + sum += texture2D(u_texture, v_coord + u_offset * -3.0) * 0.09/0.98;\n\ + sum += texture2D(u_texture, v_coord + u_offset * -2.0) * 0.12/0.98;\n\ + sum += texture2D(u_texture, v_coord + u_offset * -1.0) * 0.15/0.98;\n\ + sum += center * 0.16/0.98;\n\ + sum += texture2D(u_texture, v_coord + u_offset * 4.0) * 0.05/0.98;\n\ + sum += texture2D(u_texture, v_coord + u_offset * 3.0) * 0.09/0.98;\n\ + sum += texture2D(u_texture, v_coord + u_offset * 2.0) * 0.12/0.98;\n\ + sum += texture2D(u_texture, v_coord + u_offset * 1.0) * 0.15/0.98;\n\ + gl_FragColor = u_intensity * sum;\n\ + }\n\ + "; + */ + + LiteGraph.registerNodeType("texture/blur", LGraphTextureBlur ); + + + // Texture Glow ***************************************** + //based in https://catlikecoding.com/unity/tutorials/advanced-rendering/bloom/ + function LGraphTextureGlow() + { + this.addInput("in","Texture"); + this.addInput("dirt","Texture"); + this.addOutput("out","Texture"); + this.addOutput("glow","Texture"); + this.properties = { enabled: true, intensity: 1, persistence: 0.99, iterations:16, threshold:0, scale: 1, dirt_factor: 0.5, precision: LGraphTexture.DEFAULT }; + this._textures = []; + this._uniforms = { u_intensity: 1, u_texture: 0, u_glow_texture: 1, u_threshold: 0, u_texel_size: vec2.create() }; + } + + LGraphTextureGlow.title = "Glow"; + LGraphTextureGlow.desc = "Filters a texture giving it a glow effect"; + LGraphTextureGlow.weights = new Float32Array( [0.5,0.4,0.3,0.2] ); + + LGraphTextureGlow.widgets_info = { + "iterations": { type:"number", min: 0, max: 16, step: 1, precision: 0 }, + "threshold": { type:"number", min: 0, max: 10, step: 0.01, precision: 2 }, + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphTextureGlow.prototype.onGetInputs = function(){ + return [["enabled","boolean"],["threshold","number"],["intensity","number"],["persistence","number"],["iterations","number"],["dirt_factor","number"]]; + } + + LGraphTextureGlow.prototype.onGetOutputs = function(){ + return [["average","Texture"]]; + } + + LGraphTextureGlow.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex) + return; + + if(!this.isAnyOutputConnected()) + return; //saves work + + if(this.properties.precision === LGraphTexture.PASS_THROUGH || this.getInputOrProperty("enabled" ) === false ) + { + this.setOutputData(0,tex); + return; + } + + var width = tex.width; + var height = tex.height; + + var texture_info = { format: tex.format, type: tex.type, minFilter: GL.LINEAR, magFilter: GL.LINEAR, wrap: gl.CLAMP_TO_EDGE }; + var type = LGraphTexture.getTextureType( this.properties.precision, tex ); + + var uniforms = this._uniforms; + var textures = this._textures; + + //cut + var shader = LGraphTextureGlow._cut_shader; + if(!shader) + shader = LGraphTextureGlow._cut_shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureGlow.cut_pixel_shader ); + + gl.disable( gl.DEPTH_TEST ); + gl.disable( gl.BLEND ); + + uniforms.u_threshold = this.getInputOrProperty("threshold"); + var currentDestination = textures[0] = GL.Texture.getTemporary( width, height, texture_info ); + tex.blit( currentDestination, shader.uniforms(uniforms) ); + var currentSource = currentDestination; + + var iterations = this.getInputOrProperty("iterations"); + iterations = Math.clamp( iterations, 1, 16) | 0; + var texel_size = uniforms.u_texel_size; + var intensity = this.getInputOrProperty("intensity"); + + uniforms.u_intensity = 1; + uniforms.u_delta = this.properties.scale; //1 + + //downscale/upscale shader + var shader = LGraphTextureGlow._shader; + if(!shader) + shader = LGraphTextureGlow._shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureGlow.scale_pixel_shader ); + + var i = 1; + //downscale + for (;i < iterations; i++) { + width = width>>1; + if( (height|0) > 1 ) + height = height>>1; + if( width < 2 ) + break; + currentDestination = textures[i] = GL.Texture.getTemporary( width, height, texture_info ); + texel_size[0] = 1 / currentSource.width; texel_size[1] = 1 / currentSource.height; + currentSource.blit( currentDestination, shader.uniforms(uniforms) ); + currentSource = currentDestination; + } + + //average + if(this.isOutputConnected(2)) + { + var average_texture = this._average_texture; + if(!average_texture || average_texture.type != tex.type || average_texture.format != tex.format ) + average_texture = this._average_texture = new GL.Texture( 1, 1, { type: tex.type, format: tex.format, filter: gl.LINEAR }); + texel_size[0] = 1 / currentSource.width; texel_size[1] = 1 / currentSource.height; + uniforms.u_intensity = intensity; + uniforms.u_delta = 1; + currentSource.blit( average_texture, shader.uniforms(uniforms) ); + this.setOutputData( 2, average_texture ); + } + + //upscale and blend + gl.enable( gl.BLEND ); + gl.blendFunc( gl.ONE, gl.ONE ); + uniforms.u_intensity = this.getInputOrProperty("persistence"); + uniforms.u_delta = 0.5; + + for (i -= 2; i >= 0; i--) // i-=2 => -1 to point to last element in array, -1 to go to texture above + { + currentDestination = textures[i]; + textures[i] = null; + texel_size[0] = 1 / currentSource.width; texel_size[1] = 1 / currentSource.height; + currentSource.blit( currentDestination, shader.uniforms(uniforms) ); + GL.Texture.releaseTemporary( currentSource ); + currentSource = currentDestination; + } + gl.disable( gl.BLEND ); + + //glow + if(this.isOutputConnected(1)) + { + var glow_texture = this._glow_texture; + if(!glow_texture || glow_texture.width != tex.width || glow_texture.height != tex.height || glow_texture.type != type || glow_texture.format != tex.format ) + glow_texture = this._glow_texture = new GL.Texture( tex.width, tex.height, { type: type, format: tex.format, filter: gl.LINEAR }); + currentSource.blit( glow_texture ); + this.setOutputData( 1, glow_texture); + } + + //final composition + if(this.isOutputConnected(0)) + { + var final_texture = this._final_texture; + if(!final_texture || final_texture.width != tex.width || final_texture.height != tex.height || final_texture.type != type || final_texture.format != tex.format ) + final_texture = this._final_texture = new GL.Texture( tex.width, tex.height, { type: type, format: tex.format, filter: gl.LINEAR }); + + var dirt_texture = this.getInputData(1); + var dirt_factor = this.getInputOrProperty("dirt_factor"); + + uniforms.u_intensity = intensity; + + shader = dirt_texture ? LGraphTextureGlow._dirt_final_shader : LGraphTextureGlow._final_shader; + if(!shader) + { + if(dirt_texture) + shader = LGraphTextureGlow._dirt_final_shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureGlow.final_pixel_shader, { USE_DIRT: "" } ); + else + shader = LGraphTextureGlow._final_shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphTextureGlow.final_pixel_shader ); + } + + final_texture.drawTo( function(){ + tex.bind(0); + currentSource.bind(1); + if(dirt_texture) + { + shader.setUniform( "u_dirt_factor", dirt_factor ); + shader.setUniform( "u_dirt_texture", dirt_texture.bind(2) ); + } + shader.toViewport( uniforms ); + }); + this.setOutputData( 0, final_texture ); + } + + GL.Texture.releaseTemporary( currentSource ); + } + + LGraphTextureGlow.cut_pixel_shader = "precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform float u_threshold;\n\ + void main() {\n\ + gl_FragColor = max( texture2D( u_texture, v_coord ) - vec4( u_threshold ), vec4(0.0) );\n\ + }" + + LGraphTextureGlow.scale_pixel_shader = "precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform vec2 u_texel_size;\n\ + uniform float u_delta;\n\ + uniform float u_intensity;\n\ + \n\ + vec4 sampleBox(vec2 uv) {\n\ + vec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\ + vec4 s = texture2D( u_texture, uv + o.xy ) + texture2D( u_texture, uv + o.zy) + texture2D( u_texture, uv + o.xw) + texture2D( u_texture, uv + o.zw);\n\ + return s * 0.25;\n\ + }\n\ + void main() {\n\ + gl_FragColor = u_intensity * sampleBox( v_coord );\n\ + }" + + LGraphTextureGlow.final_pixel_shader = "precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform sampler2D u_glow_texture;\n\ + #ifdef USE_DIRT\n\ + uniform sampler2D u_dirt_texture;\n\ + #endif\n\ + uniform vec2 u_texel_size;\n\ + uniform float u_delta;\n\ + uniform float u_intensity;\n\ + uniform float u_dirt_factor;\n\ + \n\ + vec4 sampleBox(vec2 uv) {\n\ + vec4 o = u_texel_size.xyxy * vec2(-u_delta, u_delta).xxyy;\n\ + vec4 s = texture2D( u_glow_texture, uv + o.xy ) + texture2D( u_glow_texture, uv + o.zy) + texture2D( u_glow_texture, uv + o.xw) + texture2D( u_glow_texture, uv + o.zw);\n\ + return s * 0.25;\n\ + }\n\ + void main() {\n\ + vec4 glow = sampleBox( v_coord );\n\ + #ifdef USE_DIRT\n\ + glow = mix( glow, glow * texture2D( u_dirt_texture, v_coord ), u_dirt_factor );\n\ + #endif\n\ + gl_FragColor = texture2D( u_texture, v_coord ) + u_intensity * glow;\n\ + }" + + LiteGraph.registerNodeType("texture/glow", LGraphTextureGlow ); + + + // Texture Blur ***************************************** + function LGraphTextureKuwaharaFilter() + { + this.addInput("Texture","Texture"); + this.addOutput("Filtered","Texture"); + this.properties = { intensity: 1, radius: 5 }; + } + + LGraphTextureKuwaharaFilter.title = "Kuwahara Filter"; + LGraphTextureKuwaharaFilter.desc = "Filters a texture giving an artistic oil canvas painting"; + + LGraphTextureKuwaharaFilter.max_radius = 10; + LGraphTextureKuwaharaFilter._shaders = []; + + LGraphTextureKuwaharaFilter.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex) + return; + + if(!this.isOutputConnected(0)) + return; //saves work + + var temp = this._temp_texture; + + if(!temp || temp.width != tex.width || temp.height != tex.height || temp.type != tex.type ) + { + //we need two textures to do the blurring + this._temp_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); + //this._final_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); + } + + //iterations + var radius = this.properties.radius; + radius = Math.min( Math.floor(radius), LGraphTextureKuwaharaFilter.max_radius ); + if(radius == 0) //skip blurring + { + this.setOutputData(0, tex); + return; + } + + var intensity = this.properties.intensity; + + //blur sometimes needs an aspect correction + var aspect = LiteGraph.camera_aspect; + if(!aspect && window.gl !== undefined) + aspect = gl.canvas.height / gl.canvas.width; + if(!aspect) + aspect = 1; + aspect = this.properties.preserve_aspect ? aspect : 1; + + if(!LGraphTextureKuwaharaFilter._shaders[ radius ]) + LGraphTextureKuwaharaFilter._shaders[ radius ] = new GL.Shader( Shader.SCREEN_VERTEX_SHADER, LGraphTextureKuwaharaFilter.pixel_shader, { RADIUS: radius.toFixed(0) }); + + var shader = LGraphTextureKuwaharaFilter._shaders[ radius ]; + var mesh = GL.Mesh.getScreenQuad(); + tex.bind(0); + + this._temp_texture.drawTo( function() { + shader.uniforms({ u_texture: 0, u_intensity: intensity, u_resolution: [tex.width, tex.height], u_iResolution: [1/tex.width,1/tex.height]}).draw(mesh); + }); + + this.setOutputData(0, this._temp_texture); + } + +//from https://www.shadertoy.com/view/MsXSz4 +LGraphTextureKuwaharaFilter.pixel_shader = "\n\ + precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform float u_intensity;\n\ + uniform vec2 u_resolution;\n\ + uniform vec2 u_iResolution;\n\ + #ifndef RADIUS\n\ + #define RADIUS 7\n\ + #endif\n\ + void main() {\n\ + \n\ + const int radius = RADIUS;\n\ + vec2 fragCoord = v_coord;\n\ + vec2 src_size = u_iResolution;\n\ + vec2 uv = v_coord;\n\ + float n = float((radius + 1) * (radius + 1));\n\ + int i;\n\ + int j;\n\ + vec3 m0 = vec3(0.0); vec3 m1 = vec3(0.0); vec3 m2 = vec3(0.0); vec3 m3 = vec3(0.0);\n\ + vec3 s0 = vec3(0.0); vec3 s1 = vec3(0.0); vec3 s2 = vec3(0.0); vec3 s3 = vec3(0.0);\n\ + vec3 c;\n\ + \n\ + for (int j = -radius; j <= 0; ++j) {\n\ + for (int i = -radius; i <= 0; ++i) {\n\ + c = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\ + m0 += c;\n\ + s0 += c * c;\n\ + }\n\ + }\n\ + \n\ + for (int j = -radius; j <= 0; ++j) {\n\ + for (int i = 0; i <= radius; ++i) {\n\ + c = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\ + m1 += c;\n\ + s1 += c * c;\n\ + }\n\ + }\n\ + \n\ + for (int j = 0; j <= radius; ++j) {\n\ + for (int i = 0; i <= radius; ++i) {\n\ + c = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\ + m2 += c;\n\ + s2 += c * c;\n\ + }\n\ + }\n\ + \n\ + for (int j = 0; j <= radius; ++j) {\n\ + for (int i = -radius; i <= 0; ++i) {\n\ + c = texture2D(u_texture, uv + vec2(i,j) * src_size).rgb;\n\ + m3 += c;\n\ + s3 += c * c;\n\ + }\n\ + }\n\ + \n\ + float min_sigma2 = 1e+2;\n\ + m0 /= n;\n\ + s0 = abs(s0 / n - m0 * m0);\n\ + \n\ + float sigma2 = s0.r + s0.g + s0.b;\n\ + if (sigma2 < min_sigma2) {\n\ + min_sigma2 = sigma2;\n\ + gl_FragColor = vec4(m0, 1.0);\n\ + }\n\ + \n\ + m1 /= n;\n\ + s1 = abs(s1 / n - m1 * m1);\n\ + \n\ + sigma2 = s1.r + s1.g + s1.b;\n\ + if (sigma2 < min_sigma2) {\n\ + min_sigma2 = sigma2;\n\ + gl_FragColor = vec4(m1, 1.0);\n\ + }\n\ + \n\ + m2 /= n;\n\ + s2 = abs(s2 / n - m2 * m2);\n\ + \n\ + sigma2 = s2.r + s2.g + s2.b;\n\ + if (sigma2 < min_sigma2) {\n\ + min_sigma2 = sigma2;\n\ + gl_FragColor = vec4(m2, 1.0);\n\ + }\n\ + \n\ + m3 /= n;\n\ + s3 = abs(s3 / n - m3 * m3);\n\ + \n\ + sigma2 = s3.r + s3.g + s3.b;\n\ + if (sigma2 < min_sigma2) {\n\ + min_sigma2 = sigma2;\n\ + gl_FragColor = vec4(m3, 1.0);\n\ + }\n\ + }\n\ + "; + + LiteGraph.registerNodeType("texture/kuwahara", LGraphTextureKuwaharaFilter ); + + + // Texture Webcam ***************************************** + function LGraphTextureWebcam() + { + this.addOutput("Webcam","Texture"); + this.properties = { texture_name: "" }; + } + + LGraphTextureWebcam.title = "Webcam"; + LGraphTextureWebcam.desc = "Webcam texture"; + + + LGraphTextureWebcam.prototype.openStream = function() + { + //Vendor prefixes hell + navigator.getUserMedia = (navigator.getUserMedia || navigator.webkitGetUserMedia || navigator.mozGetUserMedia || navigator.msGetUserMedia); + window.URL = window.URL || window.webkitURL; + + if (!navigator.getUserMedia) { + //console.log('getUserMedia() is not supported in your browser, use chrome and enable WebRTC from about://flags'); + return; + } + + this._waiting_confirmation = true; + var that = this; + + // Not showing vendor prefixes. + navigator.getUserMedia({video: true}, this.streamReady.bind(this), onFailSoHard); + + function onFailSoHard(e) { + console.log('Webcam rejected', e); + that._webcam_stream = false; + that.box_color = "red"; + }; + } + + LGraphTextureWebcam.prototype.streamReady = function(localMediaStream) + { + this._webcam_stream = localMediaStream; + //this._waiting_confirmation = false; + + var video = this._video; + if(!video) + { + video = document.createElement("video"); + video.autoplay = true; + video.src = window.URL.createObjectURL( localMediaStream ); + this._video = video; + //document.body.appendChild( video ); //debug + //when video info is loaded (size and so) + video.onloadedmetadata = function(e) { + // Ready to go. Do some stuff. + console.log(e); + }; + } + } + + LGraphTextureWebcam.prototype.onRemoved = function() + { + if(!this._webcam_stream) + return; + + var video_streams = this._webcam_stream.getVideoTracks(); + if(video_streams.length) + { + var webcam = video_streams[0]; + if( webcam.stop ) + webcam.stop(); + } + + this._webcam_stream = null; + this._video = null; + } + + LGraphTextureWebcam.prototype.onDrawBackground = function(ctx) + { + if(this.flags.collapsed || this.size[1] <= 20) + return; + + if(!this._video) + return; + + //render to graph canvas + ctx.save(); + if(!ctx.webgl) //reverse image + { + ctx.translate(0,this.size[1]); + ctx.scale(1,-1); + ctx.drawImage(this._video, 0, 0, this.size[0], this.size[1]); + } + else + { + if(this._temp_texture) + ctx.drawImage(this._temp_texture, 0, 0, this.size[0], this.size[1]); + } + ctx.restore(); + } + + LGraphTextureWebcam.prototype.onExecute = function() + { + if(this._webcam_stream == null && !this._waiting_confirmation) + this.openStream(); + + if(!this._video || !this._video.videoWidth) + return; + + var width = this._video.videoWidth; + var height = this._video.videoHeight; + + var temp = this._temp_texture; + if(!temp || temp.width != width || temp.height != height ) + this._temp_texture = new GL.Texture( width, height, { format: gl.RGB, filter: gl.LINEAR }); + + this._temp_texture.uploadImage( this._video ); + + if(this.properties.texture_name) + { + var container = LGraphTexture.getTexturesContainer(); + container[ this.properties.texture_name ] = this._temp_texture; + } + + this.setOutputData(0,this._temp_texture); + } + + LiteGraph.registerNodeType("texture/webcam", LGraphTextureWebcam ); + + + + //from https://github.com/spite/Wagner + function LGraphLensFX() + { + this.addInput("in","Texture"); + this.addInput("f","number"); + this.addOutput("out","Texture"); + this.properties = { enabled: true, factor: 1, precision: LGraphTexture.LOW }; + + this._uniforms = { u_texture: 0, u_factor: 1 }; + } + + LGraphLensFX.title = "Lens FX"; + LGraphLensFX.desc = "distortion and chromatic aberration"; + + LGraphLensFX.widgets_info = { + "precision": { widget:"combo", values: LGraphTexture.MODE_VALUES } + }; + + LGraphLensFX.prototype.onGetInputs = function() { return [["enabled","boolean"]]; } + + LGraphLensFX.prototype.onExecute = function() + { + var tex = this.getInputData(0); + if(!tex) + return; + + if(!this.isOutputConnected(0)) + return; //saves work + + if(this.properties.precision === LGraphTexture.PASS_THROUGH || this.getInputOrProperty("enabled" ) === false ) + { + this.setOutputData(0, tex ); + return; + } + + var temp = this._temp_texture; + if(!temp || temp.width != tex.width || temp.height != tex.height || temp.type != tex.type ) + temp = this._temp_texture = new GL.Texture( tex.width, tex.height, { type: tex.type, format: gl.RGBA, filter: gl.LINEAR }); + + var shader = LGraphLensFX._shader; + if(!shader) + shader = LGraphLensFX._shader = new GL.Shader( GL.Shader.SCREEN_VERTEX_SHADER, LGraphLensFX.pixel_shader ); + + var factor = this.getInputData(1); + if(factor == null) + factor = this.properties.factor; + + var uniforms = this._uniforms; + uniforms.u_factor = factor; + + //apply shader + gl.disable( gl.DEPTH_TEST ); + temp.drawTo(function(){ + tex.bind(0); + shader.uniforms(uniforms).draw( GL.Mesh.getScreenQuad() ); + }); + + this.setOutputData(0,temp); + } + + LGraphLensFX.pixel_shader = "precision highp float;\n\ + varying vec2 v_coord;\n\ + uniform sampler2D u_texture;\n\ + uniform float u_factor;\n\ + vec2 barrelDistortion(vec2 coord, float amt) {\n\ + vec2 cc = coord - 0.5;\n\ + float dist = dot(cc, cc);\n\ + return coord + cc * dist * amt;\n\ + }\n\ + \n\ + float sat( float t )\n\ + {\n\ + return clamp( t, 0.0, 1.0 );\n\ + }\n\ + \n\ + float linterp( float t ) {\n\ + return sat( 1.0 - abs( 2.0*t - 1.0 ) );\n\ + }\n\ + \n\ + float remap( float t, float a, float b ) {\n\ + return sat( (t - a) / (b - a) );\n\ + }\n\ + \n\ + vec4 spectrum_offset( float t ) {\n\ + vec4 ret;\n\ + float lo = step(t,0.5);\n\ + float hi = 1.0-lo;\n\ + float w = linterp( remap( t, 1.0/6.0, 5.0/6.0 ) );\n\ + ret = vec4(lo,1.0,hi, 1.) * vec4(1.0-w, w, 1.0-w, 1.);\n\ + \n\ + return pow( ret, vec4(1.0/2.2) );\n\ + }\n\ + \n\ + const float max_distort = 2.2;\n\ + const int num_iter = 12;\n\ + const float reci_num_iter_f = 1.0 / float(num_iter);\n\ + \n\ + void main()\n\ + { \n\ + vec2 uv=v_coord;\n\ + vec4 sumcol = vec4(0.0);\n\ + vec4 sumw = vec4(0.0); \n\ + for ( int i=0; i= 0xF0) - this.cmd = midiStatus; - else - this.cmd = midiCommand; - - if(this.cmd == MIDIEvent.NOTEON && this.velocity == 0) - this.cmd = MIDIEvent.NOTEOFF; - - this.cmd_str = MIDIEvent.commands[ this.cmd ] || ""; - - if ( midiCommand >= MIDIEvent.NOTEON || midiCommand <= MIDIEvent.NOTEOFF ) { - this.channel = midiStatus & 0x0F; - } -} - -Object.defineProperty( MIDIEvent.prototype, "velocity", { - get: function() { - if(this.cmd == MIDIEvent.NOTEON) - return this.data[2]; - return -1; - }, - set: function(v) { - this.data[2] = v; // v / 127; - }, - enumerable: true -}); - -MIDIEvent.notes = ["A","A#","B","C","C#","D","D#","E","F","F#","G","G#"]; - -//returns HZs -MIDIEvent.prototype.getPitch = function() -{ - return Math.pow(2, (this.data[1] - 69) / 12 ) * 440; -} - -MIDIEvent.computePitch = function( note ) -{ - return Math.pow(2, (note - 69) / 12 ) * 440; -} - -MIDIEvent.prototype.getCC = function() -{ - return this.data[1]; -} - -MIDIEvent.prototype.getCCValue = function() -{ - return this.data[2]; -} - -//not tested, there is a formula missing here -MIDIEvent.prototype.getPitchBend = function() -{ - return this.data[1] + (this.data[2] << 7) - 8192; -} - -MIDIEvent.computePitchBend = function(v1,v2) -{ - return v1 + (v2 << 7) - 8192; -} - -MIDIEvent.prototype.setCommandFromString = function( str ) -{ - this.cmd = MIDIEvent.computeCommandFromString(str); -} - -MIDIEvent.computeCommandFromString = function( str ) -{ - if(!str) - return 0; - - if(str && str.constructor === Number) - return str; - - str = str.toUpperCase(); - switch( str ) - { - case "NOTE ON": - case "NOTEON": return MIDIEvent.NOTEON; break; - case "NOTE OFF": - case "NOTEOFF": return MIDIEvent.NOTEON; break; - case "KEY PRESSURE": - case "KEYPRESSURE": return MIDIEvent.KEYPRESSURE; break; - case "CONTROLLER CHANGE": - case "CONTROLLERCHANGE": - case "CC": return MIDIEvent.CONTROLLERCHANGE; break; - case "PROGRAM CHANGE": - case "PROGRAMCHANGE": - case "PC": return MIDIEvent.PROGRAMCHANGE; break; - case "CHANNEL PRESSURE": - case "CHANNELPRESSURE": return MIDIEvent.CHANNELPRESSURE; break; - case "PITCH BEND": - case "PITCHBEND": return MIDIEvent.PITCHBEND; break; - case "TIME TICK": - case "TIMETICK": return MIDIEvent.TIMETICK; break; - default: return Number(str); //asume its a hex code - } -} - -MIDIEvent.toNoteString = function(d) -{ - var note = d - 21; - var octave = d - 24; - note = note % 12; - if(note < 0) - note = 12 + note; - return MIDIEvent.notes[ note ] + Math.floor(octave / 12 + 1); -} - -MIDIEvent.prototype.toString = function() -{ - var str = "" + this.channel + ". " ; - switch( this.cmd ) - { - case MIDIEvent.NOTEON: str += "NOTEON " + MIDIEvent.toNoteString( this.data[1] ); break; - case MIDIEvent.NOTEOFF: str += "NOTEOFF " + MIDIEvent.toNoteString( this.data[1] ); break; - case MIDIEvent.CONTROLLERCHANGE: str += "CC " + this.data[1] + " " + this.data[2]; break; - case MIDIEvent.PROGRAMCHANGE: str += "PC " + this.data[1]; break; - case MIDIEvent.PITCHBEND: str += "PITCHBEND " + this.getPitchBend(); break; - case MIDIEvent.KEYPRESSURE: str += "KEYPRESS " + this.data[1]; break; - } - - return str; -} - -MIDIEvent.prototype.toHexString = function() -{ - var str = ""; - for(var i = 0; i < this.data.length; i++) - str += this.data[i].toString(16) + " "; -} - -MIDIEvent.NOTEOFF = 0x80; -MIDIEvent.NOTEON = 0x90; -MIDIEvent.KEYPRESSURE = 0xA0; -MIDIEvent.CONTROLLERCHANGE = 0xB0; -MIDIEvent.PROGRAMCHANGE = 0xC0; -MIDIEvent.CHANNELPRESSURE = 0xD0; -MIDIEvent.PITCHBEND = 0xE0; -MIDIEvent.TIMETICK = 0xF8; - -MIDIEvent.commands = { - 0x80: "note off", - 0x90: "note on", - 0xA0: "key pressure", - 0xB0: "controller change", - 0xC0: "program change", - 0xD0: "channel pressure", - 0xE0: "pitch bend", - 0xF0: "system", - 0xF2: "Song pos", - 0xF3: "Song select", - 0xF6: "Tune request", - 0xF8: "time tick", - 0xFA: "Start Song", - 0xFB: "Continue Song", - 0xFC: "Stop Song", - 0xFE: "Sensing", - 0xFF: "Reset" -} - -//MIDI wrapper -function MIDIInterface( on_ready, on_error ) -{ - if(!navigator.requestMIDIAccess) - { - this.error = "not suppoorted"; - if(on_error) - on_error("Not supported"); - else - console.error("MIDI NOT SUPPORTED, enable by chrome://flags"); - return; - } - - this.on_ready = on_ready; - - this.state = { - note: [], - cc: [] - }; - - - - navigator.requestMIDIAccess().then( this.onMIDISuccess.bind(this), this.onMIDIFailure.bind(this) ); -} - -MIDIInterface.input = null; - -MIDIInterface.MIDIEvent = MIDIEvent; - -MIDIInterface.prototype.onMIDISuccess = function(midiAccess) -{ - console.log( "MIDI ready!" ); - console.log( midiAccess ); - this.midi = midiAccess; // store in the global (in real usage, would probably keep in an object instance) - this.updatePorts(); - - if (this.on_ready) - this.on_ready(this); -} - -MIDIInterface.prototype.updatePorts = function() -{ - var midi = this.midi; - this.input_ports = midi.inputs; - var num = 0; - - var it = this.input_ports.values(); - var it_value = it.next(); - while( it_value && it_value.done === false ) - { - var port_info = it_value.value; - console.log( "Input port [type:'" + port_info.type + "'] id:'" + port_info.id + - "' manufacturer:'" + port_info.manufacturer + "' name:'" + port_info.name + - "' version:'" + port_info.version + "'" ); - num++; - it_value = it.next(); - } - this.num_input_ports = num; - - num = 0; - this.output_ports = midi.outputs; - var it = this.output_ports.values(); - var it_value = it.next(); - while( it_value && it_value.done === false ) - { - var port_info = it_value.value; - console.log( "Output port [type:'" + port_info.type + "'] id:'" + port_info.id + - "' manufacturer:'" + port_info.manufacturer + "' name:'" + port_info.name + - "' version:'" + port_info.version + "'" ); - num++; - it_value = it.next(); - } - this.num_output_ports = num; - - - /* OLD WAY - for (var i = 0; i < this.input_ports.size; ++i) { - var input = this.input_ports.get(i); - if(!input) - continue; //sometimes it is null?! - console.log( "Input port [type:'" + input.type + "'] id:'" + input.id + - "' manufacturer:'" + input.manufacturer + "' name:'" + input.name + - "' version:'" + input.version + "'" ); - num++; - } - this.num_input_ports = num; - - - num = 0; - this.output_ports = midi.outputs; - for (var i = 0; i < this.output_ports.size; ++i) { - var output = this.output_ports.get(i); - if(!output) - continue; - console.log( "Output port [type:'" + output.type + "'] id:'" + output.id + - "' manufacturer:'" + output.manufacturer + "' name:'" + output.name + - "' version:'" + output.version + "'" ); - num++; - } - this.num_output_ports = num; - */ -} - -MIDIInterface.prototype.onMIDIFailure = function(msg) -{ - console.error( "Failed to get MIDI access - " + msg ); -} - -MIDIInterface.prototype.openInputPort = function( port, callback ) -{ - var input_port = this.input_ports.get( "input-" + port ); - if(!input_port) - return false; - MIDIInterface.input = this; - var that = this; - - input_port.onmidimessage = function(a) { - var midi_event = new MIDIEvent(a.data); - that.updateState( midi_event ); - if(callback) - callback(a.data, midi_event ); - if(MIDIInterface.on_message) - MIDIInterface.on_message( a.data, midi_event ); - } - console.log("port open: ", input_port); - return true; -} - -MIDIInterface.parseMsg = function(data) -{ - -} - -MIDIInterface.prototype.updateState = function( midi_event ) -{ - switch( midi_event.cmd ) - { - case MIDIEvent.NOTEON: this.state.note[ midi_event.value1|0 ] = midi_event.value2; break; - case MIDIEvent.NOTEOFF: this.state.note[ midi_event.value1|0 ] = 0; break; - case MIDIEvent.CONTROLLERCHANGE: this.state.cc[ midi_event.getCC() ] = midi_event.getCCValue(); break; - } -} - -MIDIInterface.prototype.sendMIDI = function( port, midi_data ) -{ - if( !midi_data ) - return; - - var output_port = this.output_ports.get( "output-" + port ); - if(!output_port) - return; - - MIDIInterface.output = this; - - if( midi_data.constructor === MIDIEvent) - output_port.send( midi_data.data ); - else - output_port.send( midi_data ); -} - - - -function LGMIDIIn() -{ - this.addOutput( "on_midi", LiteGraph.EVENT ); - this.addOutput( "out", "midi" ); - this.properties = {port: 0}; - this._last_midi_event = null; - this._current_midi_event = null; - - var that = this; - new MIDIInterface( function( midi ){ - //open - that._midi = midi; - if(that._waiting) - that.onStart(); - that._waiting = false; - }); -} - -LGMIDIIn.MIDIInterface = MIDIInterface; - -LGMIDIIn.title = "MIDI Input"; -LGMIDIIn.desc = "Reads MIDI from a input port"; - -LGMIDIIn.prototype.getPropertyInfo = function(name) -{ - if(!this._midi) - return; - - if(name == "port") - { - var values = {}; - for (var i = 0; i < this._midi.input_ports.size; ++i) - { - var input = this._midi.input_ports.get( "input-" + i); - values[i] = i + ".- " + input.name + " version:" + input.version; - } - return { type: "enum", values: values }; - } -} - -LGMIDIIn.prototype.onStart = function() -{ - if(this._midi) - this._midi.openInputPort( this.properties.port, this.onMIDIEvent.bind(this) ); - else - this._waiting = true; -} - -LGMIDIIn.prototype.onMIDIEvent = function( data, midi_event ) -{ - this._last_midi_event = midi_event; - - this.trigger( "on_midi", midi_event ); - if(midi_event.cmd == MIDIEvent.NOTEON) - this.trigger( "on_noteon", midi_event ); - else if(midi_event.cmd == MIDIEvent.NOTEOFF) - this.trigger( "on_noteoff", midi_event ); - else if(midi_event.cmd == MIDIEvent.CONTROLLERCHANGE) - this.trigger( "on_cc", midi_event ); - else if(midi_event.cmd == MIDIEvent.PROGRAMCHANGE) - this.trigger( "on_pc", midi_event ); - else if(midi_event.cmd == MIDIEvent.PITCHBEND) - this.trigger( "on_pitchbend", midi_event ); -} - -LGMIDIIn.prototype.onExecute = function() -{ - if(this.outputs) - { - var last = this._last_midi_event; - for(var i = 0; i < this.outputs.length; ++i) - { - var output = this.outputs[i]; - var v = null; - switch (output.name) - { - case "midi": v = this._midi; break; - case "last_midi": v = last; break; - default: - continue; - } - this.setOutputData( i, v ); - } - } -} - -LGMIDIIn.prototype.onGetOutputs = function() { - return [ - ["last_midi","midi"], - ["on_midi",LiteGraph.EVENT], - ["on_noteon",LiteGraph.EVENT], - ["on_noteoff",LiteGraph.EVENT], - ["on_cc",LiteGraph.EVENT], - ["on_pc",LiteGraph.EVENT], - ["on_pitchbend",LiteGraph.EVENT] - ]; -} - -LiteGraph.registerNodeType("midi/input", LGMIDIIn); - - -function LGMIDIOut() -{ - this.addInput( "send", LiteGraph.EVENT ); - this.properties = {port: 0}; - - var that = this; - new MIDIInterface( function( midi ){ - that._midi = midi; - }); -} - -LGMIDIOut.MIDIInterface = MIDIInterface; - -LGMIDIOut.title = "MIDI Output"; -LGMIDIOut.desc = "Sends MIDI to output channel"; - -LGMIDIOut.prototype.getPropertyInfo = function(name) -{ - if(!this._midi) - return; - - if(name == "port") - { - var values = {}; - for (var i = 0; i < this._midi.output_ports.size; ++i) - { - var output = this._midi.output_ports.get(i); - values[i] = i + ".- " + output.name + " version:" + output.version; - } - return { type: "enum", values: values }; - } -} - - -LGMIDIOut.prototype.onAction = function(event, midi_event ) -{ - console.log(midi_event); - if(!this._midi) - return; - if(event == "send") - this._midi.sendMIDI( this.port, midi_event ); - this.trigger("midi",midi_event); -} - -LGMIDIOut.prototype.onGetInputs = function() { - return [["send",LiteGraph.ACTION]]; -} - -LGMIDIOut.prototype.onGetOutputs = function() { - return [["on_midi",LiteGraph.EVENT]]; -} - -LiteGraph.registerNodeType("midi/output", LGMIDIOut); - - -function LGMIDIShow() -{ - this.addInput( "on_midi", LiteGraph.EVENT ); - this._str = ""; - this.size = [200,40] -} - -LGMIDIShow.title = "MIDI Show"; -LGMIDIShow.desc = "Shows MIDI in the graph"; - -LGMIDIShow.prototype.onAction = function(event, midi_event ) -{ - if(!midi_event) - return; - if(midi_event.constructor === MIDIEvent) - this._str = midi_event.toString(); - else - this._str = "???"; -} - -LGMIDIShow.prototype.onDrawForeground = function( ctx ) -{ - if( !this._str ) - return; - - ctx.font = "30px Arial"; - ctx.fillText( this._str, 10, this.size[1] * 0.8 ); -} - -LGMIDIShow.prototype.onGetInputs = function() { - return [["in",LiteGraph.ACTION]]; -} - -LGMIDIShow.prototype.onGetOutputs = function() { - return [["on_midi",LiteGraph.EVENT]]; -} - -LiteGraph.registerNodeType("midi/show", LGMIDIShow); - - - -function LGMIDIFilter() -{ - this.properties = { - channel: -1, - cmd: -1, - min_value: -1, - max_value: -1 - }; - - this.addInput( "in", LiteGraph.EVENT ); - this.addOutput( "on_midi", LiteGraph.EVENT ); -} - -LGMIDIFilter.title = "MIDI Filter"; -LGMIDIFilter.desc = "Filters MIDI messages"; - -LGMIDIFilter.prototype.onAction = function(event, midi_event ) -{ - if(!midi_event || midi_event.constructor !== MIDIEvent) - return; - - if( this.properties.channel != -1 && midi_event.channel != this.properties.channel) - return; - if(this.properties.cmd != -1 && midi_event.cmd != this.properties.cmd) - return; - if(this.properties.min_value != -1 && midi_event.data[1] < this.properties.min_value) - return; - if(this.properties.max_value != -1 && midi_event.data[1] > this.properties.max_value) - return; - this.trigger("on_midi",midi_event); -} - -LiteGraph.registerNodeType("midi/filter", LGMIDIFilter); - - -function LGMIDIEvent() -{ - this.properties = { - channel: 0, - cmd: "CC", - value1: 1, - value2: 1 - }; - - this.addInput( "send", LiteGraph.EVENT ); - this.addInput( "assign", LiteGraph.EVENT ); - this.addOutput( "on_midi", LiteGraph.EVENT ); -} - -LGMIDIEvent.title = "MIDIEvent"; -LGMIDIEvent.desc = "Create a MIDI Event"; - -LGMIDIEvent.prototype.onAction = function( event, midi_event ) -{ - if(event == "assign") - { - this.properties.channel = midi_event.channel; - this.properties.cmd = midi_event.cmd; - this.properties.value1 = midi_event.data[1]; - this.properties.value2 = midi_event.data[2]; - return; - } - - //send - var midi_event = new MIDIEvent(); - midi_event.channel = this.properties.channel; - if(this.properties.cmd && this.properties.cmd.constructor === String) - midi_event.setCommandFromString( this.properties.cmd ); - else - midi_event.cmd = this.properties.cmd; - midi_event.data[0] = midi_event.cmd | midi_event.channel; - midi_event.data[1] = Number(this.properties.value1); - midi_event.data[2] = Number(this.properties.value2); - this.trigger("on_midi",midi_event); -} - -LGMIDIEvent.prototype.onExecute = function() -{ - var props = this.properties; - - if(this.outputs) - { - for(var i = 0; i < this.outputs.length; ++i) - { - var output = this.outputs[i]; - var v = null; - switch (output.name) - { - case "midi": - v = new MIDIEvent(); - v.setup([ props.cmd, props.value1, props.value2 ]); - v.channel = props.channel; - break; - case "command": v = props.cmd; break; - case "cc": v = props.value1; break; - case "cc_value": v = props.value2; break; - case "note": v = (props.cmd == MIDIEvent.NOTEON || props.cmd == MIDIEvent.NOTEOFF) ? props.value1 : null; break; - case "velocity": v = props.cmd == MIDIEvent.NOTEON ? props.value2 : null; break; - case "pitch": v = props.cmd == MIDIEvent.NOTEON ? MIDIEvent.computePitch( props.value1 ) : null; break; - case "pitchbend": v = props.cmd == MIDIEvent.PITCHBEND ? MIDIEvent.computePitchBend( props.value1, props.value2 ) : null; break; - default: - continue; - } - if(v !== null) - this.setOutputData( i, v ); - } - } -} - -LGMIDIEvent.prototype.onPropertyChanged = function(name,value) -{ - if(name == "cmd") - this.properties.cmd = MIDIEvent.computeCommandFromString( value ); -} - - -LGMIDIEvent.prototype.onGetOutputs = function() { - return [ - ["midi","midi"], - ["on_midi",LiteGraph.EVENT], - ["command","number"], - ["note","number"], - ["velocity","number"], - ["cc","number"], - ["cc_value","number"], - ["pitch","number"], - ["pitchbend","number"] - ]; -} - - -LiteGraph.registerNodeType("midi/event", LGMIDIEvent); - - -function LGMIDICC() -{ - this.properties = { -// channel: 0, - cc: 1, - value: 0 - }; - - this.addOutput( "value", "number" ); -} - -LGMIDICC.title = "MIDICC"; -LGMIDICC.desc = "gets a Controller Change"; - -LGMIDICC.prototype.onExecute = function() -{ - var props = this.properties; - if( MIDIInterface.input ) - this.properties.value = MIDIInterface.input.state.cc[ this.properties.cc ]; - this.setOutputData( 0, this.properties.value ); -} - -LiteGraph.registerNodeType("midi/cc", LGMIDICC); - - - - -function now() { return window.performance.now() } - +(function( global ) +{ +var LiteGraph = global.LiteGraph; + +function MIDIEvent( data ) +{ + this.channel = 0; + this.cmd = 0; + + if(data) + this.setup(data) + else + this.data = [0,0,0]; +} + +MIDIEvent.prototype.setup = function( raw_data ) +{ + this.data = raw_data; + + var midiStatus = raw_data[0]; + this.status = midiStatus; + + var midiCommand = midiStatus & 0xF0; + + if(midiStatus >= 0xF0) + this.cmd = midiStatus; + else + this.cmd = midiCommand; + + if(this.cmd == MIDIEvent.NOTEON && this.velocity == 0) + this.cmd = MIDIEvent.NOTEOFF; + + this.cmd_str = MIDIEvent.commands[ this.cmd ] || ""; + + if ( midiCommand >= MIDIEvent.NOTEON || midiCommand <= MIDIEvent.NOTEOFF ) { + this.channel = midiStatus & 0x0F; + } +} + +Object.defineProperty( MIDIEvent.prototype, "velocity", { + get: function() { + if(this.cmd == MIDIEvent.NOTEON) + return this.data[2]; + return -1; + }, + set: function(v) { + this.data[2] = v; // v / 127; + }, + enumerable: true +}); + +MIDIEvent.notes = ["A","A#","B","C","C#","D","D#","E","F","F#","G","G#"]; + +//returns HZs +MIDIEvent.prototype.getPitch = function() +{ + return Math.pow(2, (this.data[1] - 69) / 12 ) * 440; +} + +MIDIEvent.computePitch = function( note ) +{ + return Math.pow(2, (note - 69) / 12 ) * 440; +} + +MIDIEvent.prototype.getCC = function() +{ + return this.data[1]; +} + +MIDIEvent.prototype.getCCValue = function() +{ + return this.data[2]; +} + +//not tested, there is a formula missing here +MIDIEvent.prototype.getPitchBend = function() +{ + return this.data[1] + (this.data[2] << 7) - 8192; +} + +MIDIEvent.computePitchBend = function(v1,v2) +{ + return v1 + (v2 << 7) - 8192; +} + +MIDIEvent.prototype.setCommandFromString = function( str ) +{ + this.cmd = MIDIEvent.computeCommandFromString(str); +} + +MIDIEvent.computeCommandFromString = function( str ) +{ + if(!str) + return 0; + + if(str && str.constructor === Number) + return str; + + str = str.toUpperCase(); + switch( str ) + { + case "NOTE ON": + case "NOTEON": return MIDIEvent.NOTEON; break; + case "NOTE OFF": + case "NOTEOFF": return MIDIEvent.NOTEON; break; + case "KEY PRESSURE": + case "KEYPRESSURE": return MIDIEvent.KEYPRESSURE; break; + case "CONTROLLER CHANGE": + case "CONTROLLERCHANGE": + case "CC": return MIDIEvent.CONTROLLERCHANGE; break; + case "PROGRAM CHANGE": + case "PROGRAMCHANGE": + case "PC": return MIDIEvent.PROGRAMCHANGE; break; + case "CHANNEL PRESSURE": + case "CHANNELPRESSURE": return MIDIEvent.CHANNELPRESSURE; break; + case "PITCH BEND": + case "PITCHBEND": return MIDIEvent.PITCHBEND; break; + case "TIME TICK": + case "TIMETICK": return MIDIEvent.TIMETICK; break; + default: return Number(str); //asume its a hex code + } +} + +MIDIEvent.toNoteString = function(d) +{ + var note = d - 21; + var octave = d - 24; + note = note % 12; + if(note < 0) + note = 12 + note; + return MIDIEvent.notes[ note ] + Math.floor(octave / 12 + 1); +} + +MIDIEvent.prototype.toString = function() +{ + var str = "" + this.channel + ". " ; + switch( this.cmd ) + { + case MIDIEvent.NOTEON: str += "NOTEON " + MIDIEvent.toNoteString( this.data[1] ); break; + case MIDIEvent.NOTEOFF: str += "NOTEOFF " + MIDIEvent.toNoteString( this.data[1] ); break; + case MIDIEvent.CONTROLLERCHANGE: str += "CC " + this.data[1] + " " + this.data[2]; break; + case MIDIEvent.PROGRAMCHANGE: str += "PC " + this.data[1]; break; + case MIDIEvent.PITCHBEND: str += "PITCHBEND " + this.getPitchBend(); break; + case MIDIEvent.KEYPRESSURE: str += "KEYPRESS " + this.data[1]; break; + } + + return str; +} + +MIDIEvent.prototype.toHexString = function() +{ + var str = ""; + for(var i = 0; i < this.data.length; i++) + str += this.data[i].toString(16) + " "; +} + +MIDIEvent.NOTEOFF = 0x80; +MIDIEvent.NOTEON = 0x90; +MIDIEvent.KEYPRESSURE = 0xA0; +MIDIEvent.CONTROLLERCHANGE = 0xB0; +MIDIEvent.PROGRAMCHANGE = 0xC0; +MIDIEvent.CHANNELPRESSURE = 0xD0; +MIDIEvent.PITCHBEND = 0xE0; +MIDIEvent.TIMETICK = 0xF8; + +MIDIEvent.commands = { + 0x80: "note off", + 0x90: "note on", + 0xA0: "key pressure", + 0xB0: "controller change", + 0xC0: "program change", + 0xD0: "channel pressure", + 0xE0: "pitch bend", + 0xF0: "system", + 0xF2: "Song pos", + 0xF3: "Song select", + 0xF6: "Tune request", + 0xF8: "time tick", + 0xFA: "Start Song", + 0xFB: "Continue Song", + 0xFC: "Stop Song", + 0xFE: "Sensing", + 0xFF: "Reset" +} + +//MIDI wrapper +function MIDIInterface( on_ready, on_error ) +{ + if(!navigator.requestMIDIAccess) + { + this.error = "not suppoorted"; + if(on_error) + on_error("Not supported"); + else + console.error("MIDI NOT SUPPORTED, enable by chrome://flags"); + return; + } + + this.on_ready = on_ready; + + this.state = { + note: [], + cc: [] + }; + + + + navigator.requestMIDIAccess().then( this.onMIDISuccess.bind(this), this.onMIDIFailure.bind(this) ); +} + +MIDIInterface.input = null; + +MIDIInterface.MIDIEvent = MIDIEvent; + +MIDIInterface.prototype.onMIDISuccess = function(midiAccess) +{ + console.log( "MIDI ready!" ); + console.log( midiAccess ); + this.midi = midiAccess; // store in the global (in real usage, would probably keep in an object instance) + this.updatePorts(); + + if (this.on_ready) + this.on_ready(this); +} + +MIDIInterface.prototype.updatePorts = function() +{ + var midi = this.midi; + this.input_ports = midi.inputs; + var num = 0; + + var it = this.input_ports.values(); + var it_value = it.next(); + while( it_value && it_value.done === false ) + { + var port_info = it_value.value; + console.log( "Input port [type:'" + port_info.type + "'] id:'" + port_info.id + + "' manufacturer:'" + port_info.manufacturer + "' name:'" + port_info.name + + "' version:'" + port_info.version + "'" ); + num++; + it_value = it.next(); + } + this.num_input_ports = num; + + num = 0; + this.output_ports = midi.outputs; + var it = this.output_ports.values(); + var it_value = it.next(); + while( it_value && it_value.done === false ) + { + var port_info = it_value.value; + console.log( "Output port [type:'" + port_info.type + "'] id:'" + port_info.id + + "' manufacturer:'" + port_info.manufacturer + "' name:'" + port_info.name + + "' version:'" + port_info.version + "'" ); + num++; + it_value = it.next(); + } + this.num_output_ports = num; + + + /* OLD WAY + for (var i = 0; i < this.input_ports.size; ++i) { + var input = this.input_ports.get(i); + if(!input) + continue; //sometimes it is null?! + console.log( "Input port [type:'" + input.type + "'] id:'" + input.id + + "' manufacturer:'" + input.manufacturer + "' name:'" + input.name + + "' version:'" + input.version + "'" ); + num++; + } + this.num_input_ports = num; + + + num = 0; + this.output_ports = midi.outputs; + for (var i = 0; i < this.output_ports.size; ++i) { + var output = this.output_ports.get(i); + if(!output) + continue; + console.log( "Output port [type:'" + output.type + "'] id:'" + output.id + + "' manufacturer:'" + output.manufacturer + "' name:'" + output.name + + "' version:'" + output.version + "'" ); + num++; + } + this.num_output_ports = num; + */ +} + +MIDIInterface.prototype.onMIDIFailure = function(msg) +{ + console.error( "Failed to get MIDI access - " + msg ); +} + +MIDIInterface.prototype.openInputPort = function( port, callback ) +{ + var input_port = this.input_ports.get( "input-" + port ); + if(!input_port) + return false; + MIDIInterface.input = this; + var that = this; + + input_port.onmidimessage = function(a) { + var midi_event = new MIDIEvent(a.data); + that.updateState( midi_event ); + if(callback) + callback(a.data, midi_event ); + if(MIDIInterface.on_message) + MIDIInterface.on_message( a.data, midi_event ); + } + console.log("port open: ", input_port); + return true; +} + +MIDIInterface.parseMsg = function(data) +{ + +} + +MIDIInterface.prototype.updateState = function( midi_event ) +{ + switch( midi_event.cmd ) + { + case MIDIEvent.NOTEON: this.state.note[ midi_event.value1|0 ] = midi_event.value2; break; + case MIDIEvent.NOTEOFF: this.state.note[ midi_event.value1|0 ] = 0; break; + case MIDIEvent.CONTROLLERCHANGE: this.state.cc[ midi_event.getCC() ] = midi_event.getCCValue(); break; + } +} + +MIDIInterface.prototype.sendMIDI = function( port, midi_data ) +{ + if( !midi_data ) + return; + + var output_port = this.output_ports.get( "output-" + port ); + if(!output_port) + return; + + MIDIInterface.output = this; + + if( midi_data.constructor === MIDIEvent) + output_port.send( midi_data.data ); + else + output_port.send( midi_data ); +} + + + +function LGMIDIIn() +{ + this.addOutput( "on_midi", LiteGraph.EVENT ); + this.addOutput( "out", "midi" ); + this.properties = {port: 0}; + this._last_midi_event = null; + this._current_midi_event = null; + + var that = this; + new MIDIInterface( function( midi ){ + //open + that._midi = midi; + if(that._waiting) + that.onStart(); + that._waiting = false; + }); +} + +LGMIDIIn.MIDIInterface = MIDIInterface; + +LGMIDIIn.title = "MIDI Input"; +LGMIDIIn.desc = "Reads MIDI from a input port"; + +LGMIDIIn.prototype.getPropertyInfo = function(name) +{ + if(!this._midi) + return; + + if(name == "port") + { + var values = {}; + for (var i = 0; i < this._midi.input_ports.size; ++i) + { + var input = this._midi.input_ports.get( "input-" + i); + values[i] = i + ".- " + input.name + " version:" + input.version; + } + return { type: "enum", values: values }; + } +} + +LGMIDIIn.prototype.onStart = function() +{ + if(this._midi) + this._midi.openInputPort( this.properties.port, this.onMIDIEvent.bind(this) ); + else + this._waiting = true; +} + +LGMIDIIn.prototype.onMIDIEvent = function( data, midi_event ) +{ + this._last_midi_event = midi_event; + + this.trigger( "on_midi", midi_event ); + if(midi_event.cmd == MIDIEvent.NOTEON) + this.trigger( "on_noteon", midi_event ); + else if(midi_event.cmd == MIDIEvent.NOTEOFF) + this.trigger( "on_noteoff", midi_event ); + else if(midi_event.cmd == MIDIEvent.CONTROLLERCHANGE) + this.trigger( "on_cc", midi_event ); + else if(midi_event.cmd == MIDIEvent.PROGRAMCHANGE) + this.trigger( "on_pc", midi_event ); + else if(midi_event.cmd == MIDIEvent.PITCHBEND) + this.trigger( "on_pitchbend", midi_event ); +} + +LGMIDIIn.prototype.onExecute = function() +{ + if(this.outputs) + { + var last = this._last_midi_event; + for(var i = 0; i < this.outputs.length; ++i) + { + var output = this.outputs[i]; + var v = null; + switch (output.name) + { + case "midi": v = this._midi; break; + case "last_midi": v = last; break; + default: + continue; + } + this.setOutputData( i, v ); + } + } +} + +LGMIDIIn.prototype.onGetOutputs = function() { + return [ + ["last_midi","midi"], + ["on_midi",LiteGraph.EVENT], + ["on_noteon",LiteGraph.EVENT], + ["on_noteoff",LiteGraph.EVENT], + ["on_cc",LiteGraph.EVENT], + ["on_pc",LiteGraph.EVENT], + ["on_pitchbend",LiteGraph.EVENT] + ]; +} + +LiteGraph.registerNodeType("midi/input", LGMIDIIn); + + +function LGMIDIOut() +{ + this.addInput( "send", LiteGraph.EVENT ); + this.properties = {port: 0}; + + var that = this; + new MIDIInterface( function( midi ){ + that._midi = midi; + }); +} + +LGMIDIOut.MIDIInterface = MIDIInterface; + +LGMIDIOut.title = "MIDI Output"; +LGMIDIOut.desc = "Sends MIDI to output channel"; + +LGMIDIOut.prototype.getPropertyInfo = function(name) +{ + if(!this._midi) + return; + + if(name == "port") + { + var values = {}; + for (var i = 0; i < this._midi.output_ports.size; ++i) + { + var output = this._midi.output_ports.get(i); + values[i] = i + ".- " + output.name + " version:" + output.version; + } + return { type: "enum", values: values }; + } +} + + +LGMIDIOut.prototype.onAction = function(event, midi_event ) +{ + console.log(midi_event); + if(!this._midi) + return; + if(event == "send") + this._midi.sendMIDI( this.port, midi_event ); + this.trigger("midi",midi_event); +} + +LGMIDIOut.prototype.onGetInputs = function() { + return [["send",LiteGraph.ACTION]]; +} + +LGMIDIOut.prototype.onGetOutputs = function() { + return [["on_midi",LiteGraph.EVENT]]; +} + +LiteGraph.registerNodeType("midi/output", LGMIDIOut); + + +function LGMIDIShow() +{ + this.addInput( "on_midi", LiteGraph.EVENT ); + this._str = ""; + this.size = [200,40] +} + +LGMIDIShow.title = "MIDI Show"; +LGMIDIShow.desc = "Shows MIDI in the graph"; + +LGMIDIShow.prototype.onAction = function(event, midi_event ) +{ + if(!midi_event) + return; + if(midi_event.constructor === MIDIEvent) + this._str = midi_event.toString(); + else + this._str = "???"; +} + +LGMIDIShow.prototype.onDrawForeground = function( ctx ) +{ + if( !this._str ) + return; + + ctx.font = "30px Arial"; + ctx.fillText( this._str, 10, this.size[1] * 0.8 ); +} + +LGMIDIShow.prototype.onGetInputs = function() { + return [["in",LiteGraph.ACTION]]; +} + +LGMIDIShow.prototype.onGetOutputs = function() { + return [["on_midi",LiteGraph.EVENT]]; +} + +LiteGraph.registerNodeType("midi/show", LGMIDIShow); + + + +function LGMIDIFilter() +{ + this.properties = { + channel: -1, + cmd: -1, + min_value: -1, + max_value: -1 + }; + + this.addInput( "in", LiteGraph.EVENT ); + this.addOutput( "on_midi", LiteGraph.EVENT ); +} + +LGMIDIFilter.title = "MIDI Filter"; +LGMIDIFilter.desc = "Filters MIDI messages"; + +LGMIDIFilter.prototype.onAction = function(event, midi_event ) +{ + if(!midi_event || midi_event.constructor !== MIDIEvent) + return; + + if( this.properties.channel != -1 && midi_event.channel != this.properties.channel) + return; + if(this.properties.cmd != -1 && midi_event.cmd != this.properties.cmd) + return; + if(this.properties.min_value != -1 && midi_event.data[1] < this.properties.min_value) + return; + if(this.properties.max_value != -1 && midi_event.data[1] > this.properties.max_value) + return; + this.trigger("on_midi",midi_event); +} + +LiteGraph.registerNodeType("midi/filter", LGMIDIFilter); + + +function LGMIDIEvent() +{ + this.properties = { + channel: 0, + cmd: "CC", + value1: 1, + value2: 1 + }; + + this.addInput( "send", LiteGraph.EVENT ); + this.addInput( "assign", LiteGraph.EVENT ); + this.addOutput( "on_midi", LiteGraph.EVENT ); +} + +LGMIDIEvent.title = "MIDIEvent"; +LGMIDIEvent.desc = "Create a MIDI Event"; + +LGMIDIEvent.prototype.onAction = function( event, midi_event ) +{ + if(event == "assign") + { + this.properties.channel = midi_event.channel; + this.properties.cmd = midi_event.cmd; + this.properties.value1 = midi_event.data[1]; + this.properties.value2 = midi_event.data[2]; + return; + } + + //send + var midi_event = new MIDIEvent(); + midi_event.channel = this.properties.channel; + if(this.properties.cmd && this.properties.cmd.constructor === String) + midi_event.setCommandFromString( this.properties.cmd ); + else + midi_event.cmd = this.properties.cmd; + midi_event.data[0] = midi_event.cmd | midi_event.channel; + midi_event.data[1] = Number(this.properties.value1); + midi_event.data[2] = Number(this.properties.value2); + this.trigger("on_midi",midi_event); +} + +LGMIDIEvent.prototype.onExecute = function() +{ + var props = this.properties; + + if(this.outputs) + { + for(var i = 0; i < this.outputs.length; ++i) + { + var output = this.outputs[i]; + var v = null; + switch (output.name) + { + case "midi": + v = new MIDIEvent(); + v.setup([ props.cmd, props.value1, props.value2 ]); + v.channel = props.channel; + break; + case "command": v = props.cmd; break; + case "cc": v = props.value1; break; + case "cc_value": v = props.value2; break; + case "note": v = (props.cmd == MIDIEvent.NOTEON || props.cmd == MIDIEvent.NOTEOFF) ? props.value1 : null; break; + case "velocity": v = props.cmd == MIDIEvent.NOTEON ? props.value2 : null; break; + case "pitch": v = props.cmd == MIDIEvent.NOTEON ? MIDIEvent.computePitch( props.value1 ) : null; break; + case "pitchbend": v = props.cmd == MIDIEvent.PITCHBEND ? MIDIEvent.computePitchBend( props.value1, props.value2 ) : null; break; + default: + continue; + } + if(v !== null) + this.setOutputData( i, v ); + } + } +} + +LGMIDIEvent.prototype.onPropertyChanged = function(name,value) +{ + if(name == "cmd") + this.properties.cmd = MIDIEvent.computeCommandFromString( value ); +} + + +LGMIDIEvent.prototype.onGetOutputs = function() { + return [ + ["midi","midi"], + ["on_midi",LiteGraph.EVENT], + ["command","number"], + ["note","number"], + ["velocity","number"], + ["cc","number"], + ["cc_value","number"], + ["pitch","number"], + ["pitchbend","number"] + ]; +} + + +LiteGraph.registerNodeType("midi/event", LGMIDIEvent); + + +function LGMIDICC() +{ + this.properties = { +// channel: 0, + cc: 1, + value: 0 + }; + + this.addOutput( "value", "number" ); +} + +LGMIDICC.title = "MIDICC"; +LGMIDICC.desc = "gets a Controller Change"; + +LGMIDICC.prototype.onExecute = function() +{ + var props = this.properties; + if( MIDIInterface.input ) + this.properties.value = MIDIInterface.input.state.cc[ this.properties.cc ]; + this.setOutputData( 0, this.properties.value ); +} + +LiteGraph.registerNodeType("midi/cc", LGMIDICC); + + + + +function now() { return window.performance.now() } + })( this ); -(function( global ) -{ -var LiteGraph = global.LiteGraph; - -var LGAudio = {}; -global.LGAudio = LGAudio; - -LGAudio.getAudioContext = function() -{ - if(!this._audio_context) - { - window.AudioContext = window.AudioContext || window.webkitAudioContext; - if(!window.AudioContext) - { - console.error("AudioContext not supported by browser"); - return null; - } - this._audio_context = new AudioContext(); - this._audio_context.onmessage = function(msg) { console.log("msg",msg);}; - this._audio_context.onended = function(msg) { console.log("ended",msg);}; - this._audio_context.oncomplete = function(msg) { console.log("complete",msg);}; - } - - //in case it crashes - //if(this._audio_context.state == "suspended") - // this._audio_context.resume(); - return this._audio_context; -} - -LGAudio.connect = function( audionodeA, audionodeB ) -{ - try - { - audionodeA.connect( audionodeB ); - } - catch (err) - { - console.warn("LGraphAudio:",err); - } -} - -LGAudio.disconnect = function( audionodeA, audionodeB ) -{ - try - { - audionodeA.disconnect( audionodeB ); - } - catch (err) - { - console.warn("LGraphAudio:",err); - } -} - -LGAudio.changeAllAudiosConnections = function( node, connect ) -{ - if(node.inputs) - { - for(var i = 0; i < node.inputs.length; ++i) - { - var input = node.inputs[i]; - var link_info = node.graph.links[ input.link ]; - if(!link_info) - continue; - - var origin_node = node.graph.getNodeById( link_info.origin_id ); - var origin_audionode = null; - if( origin_node.getAudioNodeInOutputSlot ) - origin_audionode = origin_node.getAudioNodeInOutputSlot( link_info.origin_slot ); - else - origin_audionode = origin_node.audionode; - - var target_audionode = null; - if( node.getAudioNodeInInputSlot ) - target_audionode = node.getAudioNodeInInputSlot( i ); - else - target_audionode = node.audionode; - - if(connect) - LGAudio.connect( origin_audionode, target_audionode ); - else - LGAudio.disconnect( origin_audionode, target_audionode ); - } - } - - if(node.outputs) - { - for(var i = 0; i < node.outputs.length; ++i) - { - var output = node.outputs[i]; - for(var j = 0; j < output.links.length; ++j) - { - var link_info = node.graph.links[ output.links[j] ]; - if(!link_info) - continue; - - var origin_audionode = null; - if( node.getAudioNodeInOutputSlot ) - origin_audionode = node.getAudioNodeInOutputSlot( i ); - else - origin_audionode = node.audionode; - - var target_node = node.graph.getNodeById( link_info.target_id ); - var target_audionode = null; - if( target_node.getAudioNodeInInputSlot ) - target_audionode = target_node.getAudioNodeInInputSlot( link_info.target_slot ); - else - target_audionode = target_node.audionode; - - if(connect) - LGAudio.connect( origin_audionode, target_audionode ); - else - LGAudio.disconnect( origin_audionode, target_audionode ); - } - } - } -} - -//used by many nodes -LGAudio.onConnectionsChange = function( connection, slot, connected, link_info ) -{ - //only process the outputs events - if(connection != LiteGraph.OUTPUT) - return; - - var target_node = null; - if( link_info ) - target_node = this.graph.getNodeById( link_info.target_id ); - - if( !target_node ) - return; - - //get origin audionode - var local_audionode = null; - if(this.getAudioNodeInOutputSlot) - local_audionode = this.getAudioNodeInOutputSlot( slot ); - else - local_audionode = this.audionode; - - //get target audionode - var target_audionode = null; - if(target_node.getAudioNodeInInputSlot) - target_audionode = target_node.getAudioNodeInInputSlot( link_info.target_slot ); - else - target_audionode = target_node.audionode; - - //do the connection/disconnection - if( connected ) - LGAudio.connect( local_audionode, target_audionode ); - else - LGAudio.disconnect( local_audionode, target_audionode ); -} - -//this function helps creating wrappers to existing classes -LGAudio.createAudioNodeWrapper = function( class_object ) -{ - var old_func = class_object.prototype.onPropertyChanged; - - class_object.prototype.onPropertyChanged = function(name, value) - { - if(old_func) - old_func.call(this,name,value); - - if(!this.audionode) - return; - - if( this.audionode[ name ] === undefined ) - return; - - if( this.audionode[ name ].value !== undefined ) - this.audionode[ name ].value = value; - else - this.audionode[ name ] = value; - } - - class_object.prototype.onConnectionsChange = LGAudio.onConnectionsChange; -} - -//contains the samples decoded of the loaded audios in AudioBuffer format -LGAudio.cached_audios = {}; - -LGAudio.loadSound = function( url, on_complete, on_error ) -{ - if( LGAudio.cached_audios[ url ] && url.indexOf("blob:") == -1 ) - { - if(on_complete) - on_complete( LGAudio.cached_audios[ url ] ); - return; - } - - if( LGAudio.onProcessAudioURL ) - url = LGAudio.onProcessAudioURL( url ); - - //load new sample - var request = new XMLHttpRequest(); - request.open('GET', url, true); - request.responseType = 'arraybuffer'; - - var context = LGAudio.getAudioContext(); - - // Decode asynchronously - request.onload = function() { - console.log("AudioSource loaded"); - context.decodeAudioData( request.response, function( buffer ) { - console.log("AudioSource decoded"); - LGAudio.cached_audios[ url ] = buffer; - if(on_complete) - on_complete( buffer ); - }, onError); - } - request.send(); - - function onError(err) - { - console.log("Audio loading sample error:",err); - if(on_error) - on_error(err); - } - - return request; -} - - -//**************************************************** - -function LGAudioSource() -{ - this.properties = { - src: "", - gain: 0.5, - loop: true, - autoplay: true, - playbackRate: 1 - }; - - this._loading_audio = false; - this._audiobuffer = null; //points to AudioBuffer with the audio samples decoded - this._audionodes = []; - this._last_sourcenode = null; //the last AudioBufferSourceNode (there could be more if there are several sounds playing) - - this.addOutput( "out", "audio" ); - this.addInput( "gain", "number" ); - - //init context - var context = LGAudio.getAudioContext(); - - //create gain node to control volume - this.audionode = context.createGain(); - this.audionode.graphnode = this; - this.audionode.gain.value = this.properties.gain; - - //debug - if(this.properties.src) - this.loadSound( this.properties.src ); -} - -LGAudioSource["@src"] = { widget: "resource" }; -LGAudioSource.supported_extensions = ["wav","ogg","mp3"]; - - -LGAudioSource.prototype.onAdded = function(graph) -{ - if(graph.status === LGraph.STATUS_RUNNING) - this.onStart(); -} - -LGAudioSource.prototype.onStart = function() -{ - if(!this._audiobuffer) - return; - - if(this.properties.autoplay) - this.playBuffer( this._audiobuffer ); -} - -LGAudioSource.prototype.onStop = function() -{ - this.stopAllSounds(); -} - -LGAudioSource.prototype.onPause = function() -{ - this.pauseAllSounds(); -} - -LGAudioSource.prototype.onUnpause = function() -{ - this.unpauseAllSounds(); - //this.onStart(); -} - - -LGAudioSource.prototype.onRemoved = function() -{ - this.stopAllSounds(); - if(this._dropped_url) - URL.revokeObjectURL( this._url ); -} - -LGAudioSource.prototype.stopAllSounds = function() -{ - //iterate and stop - for(var i = 0; i < this._audionodes.length; ++i ) - { - if(this._audionodes[i].started) - { - this._audionodes[i].started = false; - this._audionodes[i].stop(); - } - //this._audionodes[i].disconnect( this.audionode ); - } - this._audionodes.length = 0; -} - -LGAudioSource.prototype.pauseAllSounds = function() -{ - LGAudio.getAudioContext().suspend(); -} - -LGAudioSource.prototype.unpauseAllSounds = function() -{ - LGAudio.getAudioContext().resume(); -} - -LGAudioSource.prototype.onExecute = function() -{ - if(this.inputs) - for(var i = 0; i < this.inputs.length; ++i) - { - var input = this.inputs[i]; - if(input.link == null) - continue; - var v = this.getInputData(i); - if( v === undefined ) - continue; - if( input.name == "gain" ) - this.audionode.gain.value = v; - else if( input.name == "playbackRate" ) - { - this.properties.playbackRate = v; - for(var j = 0; j < this._audionodes.length; ++j) - this._audionodes[j].playbackRate.value = v; - } - } - - if(this.outputs) - for(var i = 0; i < this.outputs.length; ++i) - { - var output = this.outputs[i]; - if( output.name == "buffer" && this._audiobuffer ) - this.setOutputData( i, this._audiobuffer ); - } -} - -LGAudioSource.prototype.onAction = function(event) -{ - if(this._audiobuffer) - { - if(event == "Play") - this.playBuffer(this._audiobuffer); - else if(event == "Stop") - this.stopAllSounds(); - } -} - -LGAudioSource.prototype.onPropertyChanged = function( name, value ) -{ - if( name == "src" ) - this.loadSound( value ); - else if(name == "gain") - this.audionode.gain.value = value; - else if(name == "playbackRate") - { - for(var j = 0; j < this._audionodes.length; ++j) - this._audionodes[j].playbackRate.value = value; - } -} - -LGAudioSource.prototype.playBuffer = function( buffer ) -{ - var that = this; - var context = LGAudio.getAudioContext(); - - //create a new audionode (this is mandatory, AudioAPI doesnt like to reuse old ones) - var audionode = context.createBufferSource(); //create a AudioBufferSourceNode - this._last_sourcenode = audionode; - audionode.graphnode = this; - audionode.buffer = buffer; - audionode.loop = this.properties.loop; - audionode.playbackRate.value = this.properties.playbackRate; - this._audionodes.push( audionode ); - audionode.connect( this.audionode ); //connect to gain - this._audionodes.push( audionode ); - - audionode.onended = function() - { - //console.log("ended!"); - that.trigger("ended"); - //remove - var index = that._audionodes.indexOf( audionode ); - if(index != -1) - that._audionodes.splice(index,1); - } - - if(!audionode.started) - { - audionode.started = true; - audionode.start(); - } - return audionode; -} - -LGAudioSource.prototype.loadSound = function( url ) -{ - var that = this; - - //kill previous load - if(this._request) - { - this._request.abort(); - this._request = null; - } - - this._audiobuffer = null; //points to the audiobuffer once the audio is loaded - this._loading_audio = false; - - if(!url) - return; - - this._request = LGAudio.loadSound( url, inner ); - - this._loading_audio = true; - this.boxcolor = "#AA4"; - - function inner( buffer ) - { - this.boxcolor = LiteGraph.NODE_DEFAULT_BOXCOLOR; - that._audiobuffer = buffer; - that._loading_audio = false; - //if is playing, then play it - if(that.graph && that.graph.status === LGraph.STATUS_RUNNING) - that.onStart(); //this controls the autoplay already - } -} - -//Helps connect/disconnect AudioNodes when new connections are made in the node -LGAudioSource.prototype.onConnectionsChange = LGAudio.onConnectionsChange; - -LGAudioSource.prototype.onGetInputs = function() -{ - return [["playbackRate","number"],["Play",LiteGraph.ACTION],["Stop",LiteGraph.ACTION]]; -} - -LGAudioSource.prototype.onGetOutputs = function() -{ - return [["buffer","audiobuffer"],["ended",LiteGraph.EVENT]]; -} - -LGAudioSource.prototype.onDropFile = function(file) -{ - if(this._dropped_url) - URL.revokeObjectURL( this._dropped_url ); - var url = URL.createObjectURL( file ); - this.properties.src = url; - this.loadSound( url ); - this._dropped_url = url; -} - - -LGAudioSource.title = "Source"; -LGAudioSource.desc = "Plays audio"; -LiteGraph.registerNodeType("audio/source", LGAudioSource); - - -//***************************************************** - -function LGAudioAnalyser() -{ - this.properties = { - fftSize: 2048, - minDecibels: -100, - maxDecibels: -10, - smoothingTimeConstant: 0.5 - }; - - var context = LGAudio.getAudioContext(); - - this.audionode = context.createAnalyser(); - this.audionode.graphnode = this; - this.audionode.fftSize = this.properties.fftSize; - this.audionode.minDecibels = this.properties.minDecibels; - this.audionode.maxDecibels = this.properties.maxDecibels; - this.audionode.smoothingTimeConstant = this.properties.smoothingTimeConstant; - - this.addInput("in","audio"); - this.addOutput("freqs","array"); - this.addOutput("samples","array"); - - this._freq_bin = null; - this._time_bin = null; -} - -LGAudioAnalyser.prototype.onPropertyChanged = function(name, value) -{ - this.audionode[ name ] = value; -} - -LGAudioAnalyser.prototype.onExecute = function() -{ - if(this.isOutputConnected(0)) - { - //send FFT - var bufferLength = this.audionode.frequencyBinCount; - if( !this._freq_bin || this._freq_bin.length != bufferLength ) - this._freq_bin = new Uint8Array( bufferLength ); - this.audionode.getByteFrequencyData( this._freq_bin ); - this.setOutputData(0,this._freq_bin); - } - - //send analyzer - if(this.isOutputConnected(1)) - { - //send Samples - var bufferLength = this.audionode.frequencyBinCount; - if( !this._time_bin || this._time_bin.length != bufferLength ) - this._time_bin = new Uint8Array( bufferLength ); - this.audionode.getByteTimeDomainData( this._time_bin ); - this.setOutputData(1,this._time_bin); - } - - - //properties - for(var i = 1; i < this.inputs.length; ++i) - { - var input = this.inputs[i]; - if(input.link == null) - continue; - var v = this.getInputData(i); - if (v !== undefined) - this.audionode[ input.name ].value = v; - } - - - - //time domain - //this.audionode.getFloatTimeDomainData( dataArray ); -} - -LGAudioAnalyser.prototype.onGetInputs = function() -{ - return [["minDecibels","number"],["maxDecibels","number"],["smoothingTimeConstant","number"]]; -} - -LGAudioAnalyser.prototype.onGetOutputs = function() -{ - return [["freqs","array"],["samples","array"]]; -} - - -LGAudioAnalyser.title = "Analyser"; -LGAudioAnalyser.desc = "Audio Analyser"; -LiteGraph.registerNodeType( "audio/analyser", LGAudioAnalyser ); - -//***************************************************** - -function LGAudioGain() -{ - //default - this.properties = { - gain: 1 - }; - - this.audionode = LGAudio.getAudioContext().createGain(); - this.addInput("in","audio"); - this.addInput("gain","number"); - this.addOutput("out","audio"); -} - -LGAudioGain.prototype.onExecute = function() -{ - if(!this.inputs || !this.inputs.length) - return; - - for(var i = 1; i < this.inputs.length; ++i) - { - var input = this.inputs[i]; - var v = this.getInputData(i); - if(v !== undefined) - this.audionode[ input.name ].value = v; - } -} - -LGAudio.createAudioNodeWrapper( LGAudioGain ); - -LGAudioGain.title = "Gain"; -LGAudioGain.desc = "Audio gain"; -LiteGraph.registerNodeType("audio/gain", LGAudioGain); - - -function LGAudioConvolver() -{ - //default - this.properties = { - impulse_src:"", - normalize: true - }; - - this.audionode = LGAudio.getAudioContext().createConvolver(); - this.addInput("in","audio"); - this.addOutput("out","audio"); -} - -LGAudio.createAudioNodeWrapper( LGAudioConvolver ); - -LGAudioConvolver.prototype.onRemove = function() -{ - if(this._dropped_url) - URL.revokeObjectURL( this._dropped_url ); -} - -LGAudioConvolver.prototype.onPropertyChanged = function( name, value ) -{ - if( name == "impulse_src" ) - this.loadImpulse( value ); - else if( name == "normalize" ) - this.audionode.normalize = value; -} - -LGAudioConvolver.prototype.onDropFile = function(file) -{ - if(this._dropped_url) - URL.revokeObjectURL( this._dropped_url ); - this._dropped_url = URL.createObjectURL( file ); - this.properties.impulse_src = this._dropped_url; - this.loadImpulse( this._dropped_url ); -} - -LGAudioConvolver.prototype.loadImpulse = function( url ) -{ - var that = this; - - //kill previous load - if(this._request) - { - this._request.abort(); - this._request = null; - } - - this._impulse_buffer = null; - this._loading_impulse = false; - - if(!url) - return; - - //load new sample - this._request = LGAudio.loadSound( url, inner ); - this._loading_impulse = true; - - // Decode asynchronously - function inner( buffer ) { - that._impulse_buffer = buffer; - that.audionode.buffer = buffer; - console.log("Impulse signal set"); - that._loading_impulse = false; - } -} - -LGAudioConvolver.title = "Convolver"; -LGAudioConvolver.desc = "Convolves the signal (used for reverb)"; -LiteGraph.registerNodeType("audio/convolver", LGAudioConvolver); - - -function LGAudioDynamicsCompressor() -{ - //default - this.properties = { - threshold: -50, - knee: 40, - ratio: 12, - reduction: -20, - attack: 0, - release: 0.25 - }; - - this.audionode = LGAudio.getAudioContext().createDynamicsCompressor(); - this.addInput("in","audio"); - this.addOutput("out","audio"); -} - -LGAudio.createAudioNodeWrapper( LGAudioDynamicsCompressor ); - -LGAudioDynamicsCompressor.prototype.onExecute = function() -{ - if(!this.inputs || !this.inputs.length) - return; - for(var i = 1; i < this.inputs.length; ++i) - { - var input = this.inputs[i]; - if(input.link == null) - continue; - var v = this.getInputData(i); - if(v !== undefined) - this.audionode[ input.name ].value = v; - } -} - -LGAudioDynamicsCompressor.prototype.onGetInputs = function() -{ - return [["threshold","number"],["knee","number"],["ratio","number"],["reduction","number"],["attack","number"],["release","number"]]; -} - -LGAudioDynamicsCompressor.title = "DynamicsCompressor"; -LGAudioDynamicsCompressor.desc = "Dynamics Compressor"; -LiteGraph.registerNodeType("audio/dynamicsCompressor", LGAudioDynamicsCompressor); - - -function LGAudioWaveShaper() -{ - //default - this.properties = { - }; - - this.audionode = LGAudio.getAudioContext().createWaveShaper(); - this.addInput("in","audio"); - this.addInput("shape","waveshape"); - this.addOutput("out","audio"); -} - -LGAudioWaveShaper.prototype.onExecute = function() -{ - if(!this.inputs || !this.inputs.length) - return; - var v = this.getInputData(1); - if(v === undefined) - return; - this.audionode.curve = v; -} - -LGAudioWaveShaper.prototype.setWaveShape = function(shape) -{ - this.audionode.curve = shape; -} - -LGAudio.createAudioNodeWrapper( LGAudioWaveShaper ); - -/* disabled till I dont find a way to do a wave shape -LGAudioWaveShaper.title = "WaveShaper"; -LGAudioWaveShaper.desc = "Distortion using wave shape"; -LiteGraph.registerNodeType("audio/waveShaper", LGAudioWaveShaper); -*/ - -function LGAudioMixer() -{ - //default - this.properties = { - gain1: 0.5, - gain2: 0.5 - }; - - this.audionode = LGAudio.getAudioContext().createGain(); - - this.audionode1 = LGAudio.getAudioContext().createGain(); - this.audionode1.gain.value = this.properties.gain1; - this.audionode2 = LGAudio.getAudioContext().createGain(); - this.audionode2.gain.value = this.properties.gain2; - - this.audionode1.connect( this.audionode ); - this.audionode2.connect( this.audionode ); - - this.addInput("in1","audio"); - this.addInput("in1 gain","number"); - this.addInput("in2","audio"); - this.addInput("in2 gain","number"); - - this.addOutput("out","audio"); -} - -LGAudioMixer.prototype.getAudioNodeInInputSlot = function( slot ) -{ - if(slot == 0) - return this.audionode1; - else if(slot == 2) - return this.audionode2; -} - -LGAudioMixer.prototype.onPropertyChanged = function( name, value ) -{ - if( name == "gain1" ) - this.audionode1.gain.value = value; - else if( name == "gain2" ) - this.audionode2.gain.value = value; -} - - -LGAudioMixer.prototype.onExecute = function() -{ - if(!this.inputs || !this.inputs.length) - return; - - for(var i = 1; i < this.inputs.length; ++i) - { - var input = this.inputs[i]; - - if(input.link == null || input.type == "audio") - continue; - - var v = this.getInputData(i); - if(v === undefined) - continue; - - if(i == 1) - this.audionode1.gain.value = v; - else if(i == 3) - this.audionode2.gain.value = v; - } -} - -LGAudio.createAudioNodeWrapper( LGAudioMixer ); - -LGAudioMixer.title = "Mixer"; -LGAudioMixer.desc = "Audio mixer"; -LiteGraph.registerNodeType("audio/mixer", LGAudioMixer); - - -function LGAudioDelay() -{ - //default - this.properties = { - delayTime: 0.5 - }; - - this.audionode = LGAudio.getAudioContext().createDelay( 10 ); - this.audionode.delayTime.value = this.properties.delayTime; - this.addInput("in","audio"); - this.addInput("time","number"); - this.addOutput("out","audio"); -} - -LGAudio.createAudioNodeWrapper( LGAudioDelay ); - -LGAudioDelay.prototype.onExecute = function() -{ - var v = this.getInputData(1); - if(v !== undefined ) - this.audionode.delayTime.value = v; -} - -LGAudioDelay.title = "Delay"; -LGAudioDelay.desc = "Audio delay"; -LiteGraph.registerNodeType("audio/delay", LGAudioDelay); - - -function LGAudioBiquadFilter() -{ - //default - this.properties = { - frequency: 350, - detune: 0, - Q: 1 - }; - this.addProperty("type","lowpass","enum",{values:["lowpass","highpass","bandpass","lowshelf","highshelf","peaking","notch","allpass"]}); - - //create node - this.audionode = LGAudio.getAudioContext().createBiquadFilter(); - - //slots - this.addInput("in","audio"); - this.addOutput("out","audio"); -} - -LGAudioBiquadFilter.prototype.onExecute = function() -{ - if(!this.inputs || !this.inputs.length) - return; - - for(var i = 1; i < this.inputs.length; ++i) - { - var input = this.inputs[i]; - if(input.link == null) - continue; - var v = this.getInputData(i); - if(v !== undefined) - this.audionode[ input.name ].value = v; - } -} - -LGAudioBiquadFilter.prototype.onGetInputs = function() -{ - return [["frequency","number"],["detune","number"],["Q","number"]]; -} - -LGAudio.createAudioNodeWrapper( LGAudioBiquadFilter ); - -LGAudioBiquadFilter.title = "BiquadFilter"; -LGAudioBiquadFilter.desc = "Audio filter"; -LiteGraph.registerNodeType("audio/biquadfilter", LGAudioBiquadFilter); - - - - -function LGAudioOscillatorNode() -{ - //default - this.properties = { - frequency: 440, - detune: 0, - type: "sine" - }; - this.addProperty("type","sine","enum",{values:["sine","square","sawtooth","triangle","custom"]}); - - //create node - this.audionode = LGAudio.getAudioContext().createOscillator(); - - //slots - this.addOutput("out","audio"); -} - -LGAudioOscillatorNode.prototype.onStart = function() -{ - if(!this.audionode.started) - { - this.audionode.started = true; - this.audionode.start(); - } -} - -LGAudioOscillatorNode.prototype.onStop = function() -{ - if(this.audionode.started) - { - this.audionode.started = false; - this.audionode.stop(); - } -} - -LGAudioOscillatorNode.prototype.onPause = function() -{ - this.onStop(); -} - -LGAudioOscillatorNode.prototype.onUnpause = function() -{ - this.onStart(); -} - -LGAudioOscillatorNode.prototype.onExecute = function() -{ - if(!this.inputs || !this.inputs.length) - return; - - for(var i = 0; i < this.inputs.length; ++i) - { - var input = this.inputs[i]; - if(input.link == null) - continue; - var v = this.getInputData(i); - if(v !== undefined) - this.audionode[ input.name ].value = v; - } -} - -LGAudioOscillatorNode.prototype.onGetInputs = function() -{ - return [["frequency","number"],["detune","number"],["type","string"]]; -} - -LGAudio.createAudioNodeWrapper( LGAudioOscillatorNode ); - -LGAudioOscillatorNode.title = "Oscillator"; -LGAudioOscillatorNode.desc = "Oscillator"; -LiteGraph.registerNodeType("audio/oscillator", LGAudioOscillatorNode); - - -//***************************************************** - -//EXTRA - - -function LGAudioVisualization() -{ - this.properties = { - continuous: true, - mark: -1 - }; - - this.addInput("data","array"); - this.addInput("mark","number"); - this.size = [300,200]; - this._last_buffer = null; -} - -LGAudioVisualization.prototype.onExecute = function() -{ - this._last_buffer = this.getInputData(0); - var v = this.getInputData(1); - if(v !== undefined) - this.properties.mark = v; - this.setDirtyCanvas(true,false); -} - -LGAudioVisualization.prototype.onDrawForeground = function(ctx) -{ - if(!this._last_buffer) - return; - - var buffer = this._last_buffer; - - //delta represents how many samples we advance per pixel - var delta = buffer.length / this.size[0]; - var h = this.size[1]; - - ctx.fillStyle = "black"; - ctx.fillRect(0,0,this.size[0],this.size[1]); - ctx.strokeStyle = "white"; - ctx.beginPath(); - var x = 0; - - if(this.properties.continuous) - { - ctx.moveTo(x,h); - for(var i = 0; i < buffer.length; i+= delta) - { - ctx.lineTo(x,h - (buffer[i|0]/255) * h); - x++; - } - } - else - { - for(var i = 0; i < buffer.length; i+= delta) - { - ctx.moveTo(x+0.5,h); - ctx.lineTo(x+0.5,h - (buffer[i|0]/255) * h); - x++; - } - } - ctx.stroke(); - - if(this.properties.mark >= 0) - { - var samplerate = LGAudio.getAudioContext().sampleRate; - var binfreq = samplerate / buffer.length; - var x = 2 * (this.properties.mark / binfreq) / delta; - if(x >= this.size[0]) - x = this.size[0]-1; - ctx.strokeStyle = "red"; - ctx.beginPath(); - ctx.moveTo(x,h); - ctx.lineTo(x,0); - ctx.stroke(); - } -} - -LGAudioVisualization.title = "Visualization"; -LGAudioVisualization.desc = "Audio Visualization"; -LiteGraph.registerNodeType("audio/visualization", LGAudioVisualization); - - -function LGAudioBandSignal() -{ - //default - this.properties = { - band: 440, - amplitude: 1 - }; - - this.addInput("freqs","array"); - this.addOutput("signal","number"); -} - -LGAudioBandSignal.prototype.onExecute = function() -{ - this._freqs = this.getInputData(0); - if( !this._freqs ) - return; - - var band = this.properties.band; - var v = this.getInputData(1); - if(v !== undefined) - band = v; - - var samplerate = LGAudio.getAudioContext().sampleRate; - var binfreq = samplerate / this._freqs.length; - var index = 2 * (band / binfreq); - var v = 0; - if( index < 0 ) - v = this._freqs[ 0 ]; - if( index >= this._freqs.length ) - v = this._freqs[ this._freqs.length - 1]; - else - { - var pos = index|0; - var v0 = this._freqs[ pos ]; - var v1 = this._freqs[ pos+1 ]; - var f = index - pos; - v = v0 * (1-f) + v1 * f; - } - - this.setOutputData( 0, (v/255) * this.properties.amplitude ); -} - -LGAudioBandSignal.prototype.onGetInputs = function() -{ - return [["band","number"]]; -} - -LGAudioBandSignal.title = "Signal"; -LGAudioBandSignal.desc = "extract the signal of some frequency"; -LiteGraph.registerNodeType("audio/signal", LGAudioBandSignal); - - -function LGAudioScript() -{ - if(!LGAudioScript.default_code) - { - var code = LGAudioScript.default_function.toString(); - var index = code.indexOf("{")+1; - var index2 = code.lastIndexOf("}"); - LGAudioScript.default_code = code.substr(index, index2 - index); - } - - //default - this.properties = { - code: LGAudioScript.default_code - }; - - //create node - var ctx = LGAudio.getAudioContext(); - if(ctx.createScriptProcessor) - this.audionode = ctx.createScriptProcessor(4096,1,1); //buffer size, input channels, output channels - else - { - console.warn("ScriptProcessorNode deprecated"); - this.audionode = ctx.createGain(); //bypass audio - } - - this.processCode(); - if(!LGAudioScript._bypass_function) - LGAudioScript._bypass_function = this.audionode.onaudioprocess; - - //slots - this.addInput("in","audio"); - this.addOutput("out","audio"); -} - -LGAudioScript.prototype.onAdded = function( graph ) -{ - if(graph.status == LGraph.STATUS_RUNNING) - this.audionode.onaudioprocess = this._callback; -} - -LGAudioScript["@code"] = { widget: "code" }; - -LGAudioScript.prototype.onStart = function() -{ - this.audionode.onaudioprocess = this._callback; -} - -LGAudioScript.prototype.onStop = function() -{ - this.audionode.onaudioprocess = LGAudioScript._bypass_function; -} - -LGAudioScript.prototype.onPause = function() -{ - this.audionode.onaudioprocess = LGAudioScript._bypass_function; -} - -LGAudioScript.prototype.onUnpause = function() -{ - this.audionode.onaudioprocess = this._callback; -} - -LGAudioScript.prototype.onExecute = function() -{ - //nothing! because we need an onExecute to receive onStart... fix that -} - -LGAudioScript.prototype.onRemoved = function() -{ - this.audionode.onaudioprocess = LGAudioScript._bypass_function; -} - -LGAudioScript.prototype.processCode = function() -{ - try - { - var func = new Function( "properties", this.properties.code ); - this._script = new func( this.properties ); - this._old_code = this.properties.code; - this._callback = this._script.onaudioprocess; - } - catch (err) - { - console.error("Error in onaudioprocess code",err); - this._callback = LGAudioScript._bypass_function; - this.audionode.onaudioprocess = this._callback; - } -} - -LGAudioScript.prototype.onPropertyChanged = function( name, value ) -{ - if(name == "code") - { - this.properties.code = value; - this.processCode(); - if(this.graph && this.graph.status == LGraph.STATUS_RUNNING) - this.audionode.onaudioprocess = this._callback; - } -} - -LGAudioScript.default_function = function() -{ - -this.onaudioprocess = function(audioProcessingEvent) { - // The input buffer is the song we loaded earlier - var inputBuffer = audioProcessingEvent.inputBuffer; - - // The output buffer contains the samples that will be modified and played - var outputBuffer = audioProcessingEvent.outputBuffer; - - // Loop through the output channels (in this case there is only one) - for (var channel = 0; channel < outputBuffer.numberOfChannels; channel++) { - var inputData = inputBuffer.getChannelData(channel); - var outputData = outputBuffer.getChannelData(channel); - - // Loop through the 4096 samples - for (var sample = 0; sample < inputBuffer.length; sample++) { - // make output equal to the same as the input - outputData[sample] = inputData[sample]; - } - } -} - -} - -LGAudio.createAudioNodeWrapper( LGAudioScript ); - -LGAudioScript.title = "Script"; -LGAudioScript.desc = "apply script to signal"; -LiteGraph.registerNodeType("audio/script", LGAudioScript); - - -function LGAudioDestination() -{ - this.audionode = LGAudio.getAudioContext().destination; - this.addInput("in","audio"); -} - - -LGAudioDestination.title = "Destination"; -LGAudioDestination.desc = "Audio output"; -LiteGraph.registerNodeType("audio/destination", LGAudioDestination); - - - - +(function( global ) +{ +var LiteGraph = global.LiteGraph; + +var LGAudio = {}; +global.LGAudio = LGAudio; + +LGAudio.getAudioContext = function() +{ + if(!this._audio_context) + { + window.AudioContext = window.AudioContext || window.webkitAudioContext; + if(!window.AudioContext) + { + console.error("AudioContext not supported by browser"); + return null; + } + this._audio_context = new AudioContext(); + this._audio_context.onmessage = function(msg) { console.log("msg",msg);}; + this._audio_context.onended = function(msg) { console.log("ended",msg);}; + this._audio_context.oncomplete = function(msg) { console.log("complete",msg);}; + } + + //in case it crashes + //if(this._audio_context.state == "suspended") + // this._audio_context.resume(); + return this._audio_context; +} + +LGAudio.connect = function( audionodeA, audionodeB ) +{ + try + { + audionodeA.connect( audionodeB ); + } + catch (err) + { + console.warn("LGraphAudio:",err); + } +} + +LGAudio.disconnect = function( audionodeA, audionodeB ) +{ + try + { + audionodeA.disconnect( audionodeB ); + } + catch (err) + { + console.warn("LGraphAudio:",err); + } +} + +LGAudio.changeAllAudiosConnections = function( node, connect ) +{ + if(node.inputs) + { + for(var i = 0; i < node.inputs.length; ++i) + { + var input = node.inputs[i]; + var link_info = node.graph.links[ input.link ]; + if(!link_info) + continue; + + var origin_node = node.graph.getNodeById( link_info.origin_id ); + var origin_audionode = null; + if( origin_node.getAudioNodeInOutputSlot ) + origin_audionode = origin_node.getAudioNodeInOutputSlot( link_info.origin_slot ); + else + origin_audionode = origin_node.audionode; + + var target_audionode = null; + if( node.getAudioNodeInInputSlot ) + target_audionode = node.getAudioNodeInInputSlot( i ); + else + target_audionode = node.audionode; + + if(connect) + LGAudio.connect( origin_audionode, target_audionode ); + else + LGAudio.disconnect( origin_audionode, target_audionode ); + } + } + + if(node.outputs) + { + for(var i = 0; i < node.outputs.length; ++i) + { + var output = node.outputs[i]; + for(var j = 0; j < output.links.length; ++j) + { + var link_info = node.graph.links[ output.links[j] ]; + if(!link_info) + continue; + + var origin_audionode = null; + if( node.getAudioNodeInOutputSlot ) + origin_audionode = node.getAudioNodeInOutputSlot( i ); + else + origin_audionode = node.audionode; + + var target_node = node.graph.getNodeById( link_info.target_id ); + var target_audionode = null; + if( target_node.getAudioNodeInInputSlot ) + target_audionode = target_node.getAudioNodeInInputSlot( link_info.target_slot ); + else + target_audionode = target_node.audionode; + + if(connect) + LGAudio.connect( origin_audionode, target_audionode ); + else + LGAudio.disconnect( origin_audionode, target_audionode ); + } + } + } +} + +//used by many nodes +LGAudio.onConnectionsChange = function( connection, slot, connected, link_info ) +{ + //only process the outputs events + if(connection != LiteGraph.OUTPUT) + return; + + var target_node = null; + if( link_info ) + target_node = this.graph.getNodeById( link_info.target_id ); + + if( !target_node ) + return; + + //get origin audionode + var local_audionode = null; + if(this.getAudioNodeInOutputSlot) + local_audionode = this.getAudioNodeInOutputSlot( slot ); + else + local_audionode = this.audionode; + + //get target audionode + var target_audionode = null; + if(target_node.getAudioNodeInInputSlot) + target_audionode = target_node.getAudioNodeInInputSlot( link_info.target_slot ); + else + target_audionode = target_node.audionode; + + //do the connection/disconnection + if( connected ) + LGAudio.connect( local_audionode, target_audionode ); + else + LGAudio.disconnect( local_audionode, target_audionode ); +} + +//this function helps creating wrappers to existing classes +LGAudio.createAudioNodeWrapper = function( class_object ) +{ + var old_func = class_object.prototype.onPropertyChanged; + + class_object.prototype.onPropertyChanged = function(name, value) + { + if(old_func) + old_func.call(this,name,value); + + if(!this.audionode) + return; + + if( this.audionode[ name ] === undefined ) + return; + + if( this.audionode[ name ].value !== undefined ) + this.audionode[ name ].value = value; + else + this.audionode[ name ] = value; + } + + class_object.prototype.onConnectionsChange = LGAudio.onConnectionsChange; +} + +//contains the samples decoded of the loaded audios in AudioBuffer format +LGAudio.cached_audios = {}; + +LGAudio.loadSound = function( url, on_complete, on_error ) +{ + if( LGAudio.cached_audios[ url ] && url.indexOf("blob:") == -1 ) + { + if(on_complete) + on_complete( LGAudio.cached_audios[ url ] ); + return; + } + + if( LGAudio.onProcessAudioURL ) + url = LGAudio.onProcessAudioURL( url ); + + //load new sample + var request = new XMLHttpRequest(); + request.open('GET', url, true); + request.responseType = 'arraybuffer'; + + var context = LGAudio.getAudioContext(); + + // Decode asynchronously + request.onload = function() { + console.log("AudioSource loaded"); + context.decodeAudioData( request.response, function( buffer ) { + console.log("AudioSource decoded"); + LGAudio.cached_audios[ url ] = buffer; + if(on_complete) + on_complete( buffer ); + }, onError); + } + request.send(); + + function onError(err) + { + console.log("Audio loading sample error:",err); + if(on_error) + on_error(err); + } + + return request; +} + + +//**************************************************** + +function LGAudioSource() +{ + this.properties = { + src: "", + gain: 0.5, + loop: true, + autoplay: true, + playbackRate: 1 + }; + + this._loading_audio = false; + this._audiobuffer = null; //points to AudioBuffer with the audio samples decoded + this._audionodes = []; + this._last_sourcenode = null; //the last AudioBufferSourceNode (there could be more if there are several sounds playing) + + this.addOutput( "out", "audio" ); + this.addInput( "gain", "number" ); + + //init context + var context = LGAudio.getAudioContext(); + + //create gain node to control volume + this.audionode = context.createGain(); + this.audionode.graphnode = this; + this.audionode.gain.value = this.properties.gain; + + //debug + if(this.properties.src) + this.loadSound( this.properties.src ); +} + +LGAudioSource["@src"] = { widget: "resource" }; +LGAudioSource.supported_extensions = ["wav","ogg","mp3"]; + + +LGAudioSource.prototype.onAdded = function(graph) +{ + if(graph.status === LGraph.STATUS_RUNNING) + this.onStart(); +} + +LGAudioSource.prototype.onStart = function() +{ + if(!this._audiobuffer) + return; + + if(this.properties.autoplay) + this.playBuffer( this._audiobuffer ); +} + +LGAudioSource.prototype.onStop = function() +{ + this.stopAllSounds(); +} + +LGAudioSource.prototype.onPause = function() +{ + this.pauseAllSounds(); +} + +LGAudioSource.prototype.onUnpause = function() +{ + this.unpauseAllSounds(); + //this.onStart(); +} + + +LGAudioSource.prototype.onRemoved = function() +{ + this.stopAllSounds(); + if(this._dropped_url) + URL.revokeObjectURL( this._url ); +} + +LGAudioSource.prototype.stopAllSounds = function() +{ + //iterate and stop + for(var i = 0; i < this._audionodes.length; ++i ) + { + if(this._audionodes[i].started) + { + this._audionodes[i].started = false; + this._audionodes[i].stop(); + } + //this._audionodes[i].disconnect( this.audionode ); + } + this._audionodes.length = 0; +} + +LGAudioSource.prototype.pauseAllSounds = function() +{ + LGAudio.getAudioContext().suspend(); +} + +LGAudioSource.prototype.unpauseAllSounds = function() +{ + LGAudio.getAudioContext().resume(); +} + +LGAudioSource.prototype.onExecute = function() +{ + if(this.inputs) + for(var i = 0; i < this.inputs.length; ++i) + { + var input = this.inputs[i]; + if(input.link == null) + continue; + var v = this.getInputData(i); + if( v === undefined ) + continue; + if( input.name == "gain" ) + this.audionode.gain.value = v; + else if( input.name == "playbackRate" ) + { + this.properties.playbackRate = v; + for(var j = 0; j < this._audionodes.length; ++j) + this._audionodes[j].playbackRate.value = v; + } + } + + if(this.outputs) + for(var i = 0; i < this.outputs.length; ++i) + { + var output = this.outputs[i]; + if( output.name == "buffer" && this._audiobuffer ) + this.setOutputData( i, this._audiobuffer ); + } +} + +LGAudioSource.prototype.onAction = function(event) +{ + if(this._audiobuffer) + { + if(event == "Play") + this.playBuffer(this._audiobuffer); + else if(event == "Stop") + this.stopAllSounds(); + } +} + +LGAudioSource.prototype.onPropertyChanged = function( name, value ) +{ + if( name == "src" ) + this.loadSound( value ); + else if(name == "gain") + this.audionode.gain.value = value; + else if(name == "playbackRate") + { + for(var j = 0; j < this._audionodes.length; ++j) + this._audionodes[j].playbackRate.value = value; + } +} + +LGAudioSource.prototype.playBuffer = function( buffer ) +{ + var that = this; + var context = LGAudio.getAudioContext(); + + //create a new audionode (this is mandatory, AudioAPI doesnt like to reuse old ones) + var audionode = context.createBufferSource(); //create a AudioBufferSourceNode + this._last_sourcenode = audionode; + audionode.graphnode = this; + audionode.buffer = buffer; + audionode.loop = this.properties.loop; + audionode.playbackRate.value = this.properties.playbackRate; + this._audionodes.push( audionode ); + audionode.connect( this.audionode ); //connect to gain + this._audionodes.push( audionode ); + + audionode.onended = function() + { + //console.log("ended!"); + that.trigger("ended"); + //remove + var index = that._audionodes.indexOf( audionode ); + if(index != -1) + that._audionodes.splice(index,1); + } + + if(!audionode.started) + { + audionode.started = true; + audionode.start(); + } + return audionode; +} + +LGAudioSource.prototype.loadSound = function( url ) +{ + var that = this; + + //kill previous load + if(this._request) + { + this._request.abort(); + this._request = null; + } + + this._audiobuffer = null; //points to the audiobuffer once the audio is loaded + this._loading_audio = false; + + if(!url) + return; + + this._request = LGAudio.loadSound( url, inner ); + + this._loading_audio = true; + this.boxcolor = "#AA4"; + + function inner( buffer ) + { + this.boxcolor = LiteGraph.NODE_DEFAULT_BOXCOLOR; + that._audiobuffer = buffer; + that._loading_audio = false; + //if is playing, then play it + if(that.graph && that.graph.status === LGraph.STATUS_RUNNING) + that.onStart(); //this controls the autoplay already + } +} + +//Helps connect/disconnect AudioNodes when new connections are made in the node +LGAudioSource.prototype.onConnectionsChange = LGAudio.onConnectionsChange; + +LGAudioSource.prototype.onGetInputs = function() +{ + return [["playbackRate","number"],["Play",LiteGraph.ACTION],["Stop",LiteGraph.ACTION]]; +} + +LGAudioSource.prototype.onGetOutputs = function() +{ + return [["buffer","audiobuffer"],["ended",LiteGraph.EVENT]]; +} + +LGAudioSource.prototype.onDropFile = function(file) +{ + if(this._dropped_url) + URL.revokeObjectURL( this._dropped_url ); + var url = URL.createObjectURL( file ); + this.properties.src = url; + this.loadSound( url ); + this._dropped_url = url; +} + + +LGAudioSource.title = "Source"; +LGAudioSource.desc = "Plays audio"; +LiteGraph.registerNodeType("audio/source", LGAudioSource); + + +//***************************************************** + +function LGAudioAnalyser() +{ + this.properties = { + fftSize: 2048, + minDecibels: -100, + maxDecibels: -10, + smoothingTimeConstant: 0.5 + }; + + var context = LGAudio.getAudioContext(); + + this.audionode = context.createAnalyser(); + this.audionode.graphnode = this; + this.audionode.fftSize = this.properties.fftSize; + this.audionode.minDecibels = this.properties.minDecibels; + this.audionode.maxDecibels = this.properties.maxDecibels; + this.audionode.smoothingTimeConstant = this.properties.smoothingTimeConstant; + + this.addInput("in","audio"); + this.addOutput("freqs","array"); + this.addOutput("samples","array"); + + this._freq_bin = null; + this._time_bin = null; +} + +LGAudioAnalyser.prototype.onPropertyChanged = function(name, value) +{ + this.audionode[ name ] = value; +} + +LGAudioAnalyser.prototype.onExecute = function() +{ + if(this.isOutputConnected(0)) + { + //send FFT + var bufferLength = this.audionode.frequencyBinCount; + if( !this._freq_bin || this._freq_bin.length != bufferLength ) + this._freq_bin = new Uint8Array( bufferLength ); + this.audionode.getByteFrequencyData( this._freq_bin ); + this.setOutputData(0,this._freq_bin); + } + + //send analyzer + if(this.isOutputConnected(1)) + { + //send Samples + var bufferLength = this.audionode.frequencyBinCount; + if( !this._time_bin || this._time_bin.length != bufferLength ) + this._time_bin = new Uint8Array( bufferLength ); + this.audionode.getByteTimeDomainData( this._time_bin ); + this.setOutputData(1,this._time_bin); + } + + + //properties + for(var i = 1; i < this.inputs.length; ++i) + { + var input = this.inputs[i]; + if(input.link == null) + continue; + var v = this.getInputData(i); + if (v !== undefined) + this.audionode[ input.name ].value = v; + } + + + + //time domain + //this.audionode.getFloatTimeDomainData( dataArray ); +} + +LGAudioAnalyser.prototype.onGetInputs = function() +{ + return [["minDecibels","number"],["maxDecibels","number"],["smoothingTimeConstant","number"]]; +} + +LGAudioAnalyser.prototype.onGetOutputs = function() +{ + return [["freqs","array"],["samples","array"]]; +} + + +LGAudioAnalyser.title = "Analyser"; +LGAudioAnalyser.desc = "Audio Analyser"; +LiteGraph.registerNodeType( "audio/analyser", LGAudioAnalyser ); + +//***************************************************** + +function LGAudioGain() +{ + //default + this.properties = { + gain: 1 + }; + + this.audionode = LGAudio.getAudioContext().createGain(); + this.addInput("in","audio"); + this.addInput("gain","number"); + this.addOutput("out","audio"); +} + +LGAudioGain.prototype.onExecute = function() +{ + if(!this.inputs || !this.inputs.length) + return; + + for(var i = 1; i < this.inputs.length; ++i) + { + var input = this.inputs[i]; + var v = this.getInputData(i); + if(v !== undefined) + this.audionode[ input.name ].value = v; + } +} + +LGAudio.createAudioNodeWrapper( LGAudioGain ); + +LGAudioGain.title = "Gain"; +LGAudioGain.desc = "Audio gain"; +LiteGraph.registerNodeType("audio/gain", LGAudioGain); + + +function LGAudioConvolver() +{ + //default + this.properties = { + impulse_src:"", + normalize: true + }; + + this.audionode = LGAudio.getAudioContext().createConvolver(); + this.addInput("in","audio"); + this.addOutput("out","audio"); +} + +LGAudio.createAudioNodeWrapper( LGAudioConvolver ); + +LGAudioConvolver.prototype.onRemove = function() +{ + if(this._dropped_url) + URL.revokeObjectURL( this._dropped_url ); +} + +LGAudioConvolver.prototype.onPropertyChanged = function( name, value ) +{ + if( name == "impulse_src" ) + this.loadImpulse( value ); + else if( name == "normalize" ) + this.audionode.normalize = value; +} + +LGAudioConvolver.prototype.onDropFile = function(file) +{ + if(this._dropped_url) + URL.revokeObjectURL( this._dropped_url ); + this._dropped_url = URL.createObjectURL( file ); + this.properties.impulse_src = this._dropped_url; + this.loadImpulse( this._dropped_url ); +} + +LGAudioConvolver.prototype.loadImpulse = function( url ) +{ + var that = this; + + //kill previous load + if(this._request) + { + this._request.abort(); + this._request = null; + } + + this._impulse_buffer = null; + this._loading_impulse = false; + + if(!url) + return; + + //load new sample + this._request = LGAudio.loadSound( url, inner ); + this._loading_impulse = true; + + // Decode asynchronously + function inner( buffer ) { + that._impulse_buffer = buffer; + that.audionode.buffer = buffer; + console.log("Impulse signal set"); + that._loading_impulse = false; + } +} + +LGAudioConvolver.title = "Convolver"; +LGAudioConvolver.desc = "Convolves the signal (used for reverb)"; +LiteGraph.registerNodeType("audio/convolver", LGAudioConvolver); + + +function LGAudioDynamicsCompressor() +{ + //default + this.properties = { + threshold: -50, + knee: 40, + ratio: 12, + reduction: -20, + attack: 0, + release: 0.25 + }; + + this.audionode = LGAudio.getAudioContext().createDynamicsCompressor(); + this.addInput("in","audio"); + this.addOutput("out","audio"); +} + +LGAudio.createAudioNodeWrapper( LGAudioDynamicsCompressor ); + +LGAudioDynamicsCompressor.prototype.onExecute = function() +{ + if(!this.inputs || !this.inputs.length) + return; + for(var i = 1; i < this.inputs.length; ++i) + { + var input = this.inputs[i]; + if(input.link == null) + continue; + var v = this.getInputData(i); + if(v !== undefined) + this.audionode[ input.name ].value = v; + } +} + +LGAudioDynamicsCompressor.prototype.onGetInputs = function() +{ + return [["threshold","number"],["knee","number"],["ratio","number"],["reduction","number"],["attack","number"],["release","number"]]; +} + +LGAudioDynamicsCompressor.title = "DynamicsCompressor"; +LGAudioDynamicsCompressor.desc = "Dynamics Compressor"; +LiteGraph.registerNodeType("audio/dynamicsCompressor", LGAudioDynamicsCompressor); + + +function LGAudioWaveShaper() +{ + //default + this.properties = { + }; + + this.audionode = LGAudio.getAudioContext().createWaveShaper(); + this.addInput("in","audio"); + this.addInput("shape","waveshape"); + this.addOutput("out","audio"); +} + +LGAudioWaveShaper.prototype.onExecute = function() +{ + if(!this.inputs || !this.inputs.length) + return; + var v = this.getInputData(1); + if(v === undefined) + return; + this.audionode.curve = v; +} + +LGAudioWaveShaper.prototype.setWaveShape = function(shape) +{ + this.audionode.curve = shape; +} + +LGAudio.createAudioNodeWrapper( LGAudioWaveShaper ); + +/* disabled till I dont find a way to do a wave shape +LGAudioWaveShaper.title = "WaveShaper"; +LGAudioWaveShaper.desc = "Distortion using wave shape"; +LiteGraph.registerNodeType("audio/waveShaper", LGAudioWaveShaper); +*/ + +function LGAudioMixer() +{ + //default + this.properties = { + gain1: 0.5, + gain2: 0.5 + }; + + this.audionode = LGAudio.getAudioContext().createGain(); + + this.audionode1 = LGAudio.getAudioContext().createGain(); + this.audionode1.gain.value = this.properties.gain1; + this.audionode2 = LGAudio.getAudioContext().createGain(); + this.audionode2.gain.value = this.properties.gain2; + + this.audionode1.connect( this.audionode ); + this.audionode2.connect( this.audionode ); + + this.addInput("in1","audio"); + this.addInput("in1 gain","number"); + this.addInput("in2","audio"); + this.addInput("in2 gain","number"); + + this.addOutput("out","audio"); +} + +LGAudioMixer.prototype.getAudioNodeInInputSlot = function( slot ) +{ + if(slot == 0) + return this.audionode1; + else if(slot == 2) + return this.audionode2; +} + +LGAudioMixer.prototype.onPropertyChanged = function( name, value ) +{ + if( name == "gain1" ) + this.audionode1.gain.value = value; + else if( name == "gain2" ) + this.audionode2.gain.value = value; +} + + +LGAudioMixer.prototype.onExecute = function() +{ + if(!this.inputs || !this.inputs.length) + return; + + for(var i = 1; i < this.inputs.length; ++i) + { + var input = this.inputs[i]; + + if(input.link == null || input.type == "audio") + continue; + + var v = this.getInputData(i); + if(v === undefined) + continue; + + if(i == 1) + this.audionode1.gain.value = v; + else if(i == 3) + this.audionode2.gain.value = v; + } +} + +LGAudio.createAudioNodeWrapper( LGAudioMixer ); + +LGAudioMixer.title = "Mixer"; +LGAudioMixer.desc = "Audio mixer"; +LiteGraph.registerNodeType("audio/mixer", LGAudioMixer); + + +function LGAudioDelay() +{ + //default + this.properties = { + delayTime: 0.5 + }; + + this.audionode = LGAudio.getAudioContext().createDelay( 10 ); + this.audionode.delayTime.value = this.properties.delayTime; + this.addInput("in","audio"); + this.addInput("time","number"); + this.addOutput("out","audio"); +} + +LGAudio.createAudioNodeWrapper( LGAudioDelay ); + +LGAudioDelay.prototype.onExecute = function() +{ + var v = this.getInputData(1); + if(v !== undefined ) + this.audionode.delayTime.value = v; +} + +LGAudioDelay.title = "Delay"; +LGAudioDelay.desc = "Audio delay"; +LiteGraph.registerNodeType("audio/delay", LGAudioDelay); + + +function LGAudioBiquadFilter() +{ + //default + this.properties = { + frequency: 350, + detune: 0, + Q: 1 + }; + this.addProperty("type","lowpass","enum",{values:["lowpass","highpass","bandpass","lowshelf","highshelf","peaking","notch","allpass"]}); + + //create node + this.audionode = LGAudio.getAudioContext().createBiquadFilter(); + + //slots + this.addInput("in","audio"); + this.addOutput("out","audio"); +} + +LGAudioBiquadFilter.prototype.onExecute = function() +{ + if(!this.inputs || !this.inputs.length) + return; + + for(var i = 1; i < this.inputs.length; ++i) + { + var input = this.inputs[i]; + if(input.link == null) + continue; + var v = this.getInputData(i); + if(v !== undefined) + this.audionode[ input.name ].value = v; + } +} + +LGAudioBiquadFilter.prototype.onGetInputs = function() +{ + return [["frequency","number"],["detune","number"],["Q","number"]]; +} + +LGAudio.createAudioNodeWrapper( LGAudioBiquadFilter ); + +LGAudioBiquadFilter.title = "BiquadFilter"; +LGAudioBiquadFilter.desc = "Audio filter"; +LiteGraph.registerNodeType("audio/biquadfilter", LGAudioBiquadFilter); + + + + +function LGAudioOscillatorNode() +{ + //default + this.properties = { + frequency: 440, + detune: 0, + type: "sine" + }; + this.addProperty("type","sine","enum",{values:["sine","square","sawtooth","triangle","custom"]}); + + //create node + this.audionode = LGAudio.getAudioContext().createOscillator(); + + //slots + this.addOutput("out","audio"); +} + +LGAudioOscillatorNode.prototype.onStart = function() +{ + if(!this.audionode.started) + { + this.audionode.started = true; + this.audionode.start(); + } +} + +LGAudioOscillatorNode.prototype.onStop = function() +{ + if(this.audionode.started) + { + this.audionode.started = false; + this.audionode.stop(); + } +} + +LGAudioOscillatorNode.prototype.onPause = function() +{ + this.onStop(); +} + +LGAudioOscillatorNode.prototype.onUnpause = function() +{ + this.onStart(); +} + +LGAudioOscillatorNode.prototype.onExecute = function() +{ + if(!this.inputs || !this.inputs.length) + return; + + for(var i = 0; i < this.inputs.length; ++i) + { + var input = this.inputs[i]; + if(input.link == null) + continue; + var v = this.getInputData(i); + if(v !== undefined) + this.audionode[ input.name ].value = v; + } +} + +LGAudioOscillatorNode.prototype.onGetInputs = function() +{ + return [["frequency","number"],["detune","number"],["type","string"]]; +} + +LGAudio.createAudioNodeWrapper( LGAudioOscillatorNode ); + +LGAudioOscillatorNode.title = "Oscillator"; +LGAudioOscillatorNode.desc = "Oscillator"; +LiteGraph.registerNodeType("audio/oscillator", LGAudioOscillatorNode); + + +//***************************************************** + +//EXTRA + + +function LGAudioVisualization() +{ + this.properties = { + continuous: true, + mark: -1 + }; + + this.addInput("data","array"); + this.addInput("mark","number"); + this.size = [300,200]; + this._last_buffer = null; +} + +LGAudioVisualization.prototype.onExecute = function() +{ + this._last_buffer = this.getInputData(0); + var v = this.getInputData(1); + if(v !== undefined) + this.properties.mark = v; + this.setDirtyCanvas(true,false); +} + +LGAudioVisualization.prototype.onDrawForeground = function(ctx) +{ + if(!this._last_buffer) + return; + + var buffer = this._last_buffer; + + //delta represents how many samples we advance per pixel + var delta = buffer.length / this.size[0]; + var h = this.size[1]; + + ctx.fillStyle = "black"; + ctx.fillRect(0,0,this.size[0],this.size[1]); + ctx.strokeStyle = "white"; + ctx.beginPath(); + var x = 0; + + if(this.properties.continuous) + { + ctx.moveTo(x,h); + for(var i = 0; i < buffer.length; i+= delta) + { + ctx.lineTo(x,h - (buffer[i|0]/255) * h); + x++; + } + } + else + { + for(var i = 0; i < buffer.length; i+= delta) + { + ctx.moveTo(x+0.5,h); + ctx.lineTo(x+0.5,h - (buffer[i|0]/255) * h); + x++; + } + } + ctx.stroke(); + + if(this.properties.mark >= 0) + { + var samplerate = LGAudio.getAudioContext().sampleRate; + var binfreq = samplerate / buffer.length; + var x = 2 * (this.properties.mark / binfreq) / delta; + if(x >= this.size[0]) + x = this.size[0]-1; + ctx.strokeStyle = "red"; + ctx.beginPath(); + ctx.moveTo(x,h); + ctx.lineTo(x,0); + ctx.stroke(); + } +} + +LGAudioVisualization.title = "Visualization"; +LGAudioVisualization.desc = "Audio Visualization"; +LiteGraph.registerNodeType("audio/visualization", LGAudioVisualization); + + +function LGAudioBandSignal() +{ + //default + this.properties = { + band: 440, + amplitude: 1 + }; + + this.addInput("freqs","array"); + this.addOutput("signal","number"); +} + +LGAudioBandSignal.prototype.onExecute = function() +{ + this._freqs = this.getInputData(0); + if( !this._freqs ) + return; + + var band = this.properties.band; + var v = this.getInputData(1); + if(v !== undefined) + band = v; + + var samplerate = LGAudio.getAudioContext().sampleRate; + var binfreq = samplerate / this._freqs.length; + var index = 2 * (band / binfreq); + var v = 0; + if( index < 0 ) + v = this._freqs[ 0 ]; + if( index >= this._freqs.length ) + v = this._freqs[ this._freqs.length - 1]; + else + { + var pos = index|0; + var v0 = this._freqs[ pos ]; + var v1 = this._freqs[ pos+1 ]; + var f = index - pos; + v = v0 * (1-f) + v1 * f; + } + + this.setOutputData( 0, (v/255) * this.properties.amplitude ); +} + +LGAudioBandSignal.prototype.onGetInputs = function() +{ + return [["band","number"]]; +} + +LGAudioBandSignal.title = "Signal"; +LGAudioBandSignal.desc = "extract the signal of some frequency"; +LiteGraph.registerNodeType("audio/signal", LGAudioBandSignal); + + +function LGAudioScript() +{ + if(!LGAudioScript.default_code) + { + var code = LGAudioScript.default_function.toString(); + var index = code.indexOf("{")+1; + var index2 = code.lastIndexOf("}"); + LGAudioScript.default_code = code.substr(index, index2 - index); + } + + //default + this.properties = { + code: LGAudioScript.default_code + }; + + //create node + var ctx = LGAudio.getAudioContext(); + if(ctx.createScriptProcessor) + this.audionode = ctx.createScriptProcessor(4096,1,1); //buffer size, input channels, output channels + else + { + console.warn("ScriptProcessorNode deprecated"); + this.audionode = ctx.createGain(); //bypass audio + } + + this.processCode(); + if(!LGAudioScript._bypass_function) + LGAudioScript._bypass_function = this.audionode.onaudioprocess; + + //slots + this.addInput("in","audio"); + this.addOutput("out","audio"); +} + +LGAudioScript.prototype.onAdded = function( graph ) +{ + if(graph.status == LGraph.STATUS_RUNNING) + this.audionode.onaudioprocess = this._callback; +} + +LGAudioScript["@code"] = { widget: "code" }; + +LGAudioScript.prototype.onStart = function() +{ + this.audionode.onaudioprocess = this._callback; +} + +LGAudioScript.prototype.onStop = function() +{ + this.audionode.onaudioprocess = LGAudioScript._bypass_function; +} + +LGAudioScript.prototype.onPause = function() +{ + this.audionode.onaudioprocess = LGAudioScript._bypass_function; +} + +LGAudioScript.prototype.onUnpause = function() +{ + this.audionode.onaudioprocess = this._callback; +} + +LGAudioScript.prototype.onExecute = function() +{ + //nothing! because we need an onExecute to receive onStart... fix that +} + +LGAudioScript.prototype.onRemoved = function() +{ + this.audionode.onaudioprocess = LGAudioScript._bypass_function; +} + +LGAudioScript.prototype.processCode = function() +{ + try + { + var func = new Function( "properties", this.properties.code ); + this._script = new func( this.properties ); + this._old_code = this.properties.code; + this._callback = this._script.onaudioprocess; + } + catch (err) + { + console.error("Error in onaudioprocess code",err); + this._callback = LGAudioScript._bypass_function; + this.audionode.onaudioprocess = this._callback; + } +} + +LGAudioScript.prototype.onPropertyChanged = function( name, value ) +{ + if(name == "code") + { + this.properties.code = value; + this.processCode(); + if(this.graph && this.graph.status == LGraph.STATUS_RUNNING) + this.audionode.onaudioprocess = this._callback; + } +} + +LGAudioScript.default_function = function() +{ + +this.onaudioprocess = function(audioProcessingEvent) { + // The input buffer is the song we loaded earlier + var inputBuffer = audioProcessingEvent.inputBuffer; + + // The output buffer contains the samples that will be modified and played + var outputBuffer = audioProcessingEvent.outputBuffer; + + // Loop through the output channels (in this case there is only one) + for (var channel = 0; channel < outputBuffer.numberOfChannels; channel++) { + var inputData = inputBuffer.getChannelData(channel); + var outputData = outputBuffer.getChannelData(channel); + + // Loop through the 4096 samples + for (var sample = 0; sample < inputBuffer.length; sample++) { + // make output equal to the same as the input + outputData[sample] = inputData[sample]; + } + } +} + +} + +LGAudio.createAudioNodeWrapper( LGAudioScript ); + +LGAudioScript.title = "Script"; +LGAudioScript.desc = "apply script to signal"; +LiteGraph.registerNodeType("audio/script", LGAudioScript); + + +function LGAudioDestination() +{ + this.audionode = LGAudio.getAudioContext().destination; + this.addInput("in","audio"); +} + + +LGAudioDestination.title = "Destination"; +LGAudioDestination.desc = "Audio output"; +LiteGraph.registerNodeType("audio/destination", LGAudioDestination); + + + + })( this ); -//event related nodes -(function(global){ -var LiteGraph = global.LiteGraph; - -function LGWebSocket() -{ - this.size = [60,20]; - this.addInput("send", LiteGraph.ACTION); - this.addOutput("received", LiteGraph.EVENT); - this.addInput("in", 0 ); - this.addOutput("out", 0 ); - this.properties = { - url: "", - room: "lgraph" //allows to filter messages - }; - this._ws = null; - this._last_data = []; -} - -LGWebSocket.title = "WebSocket"; -LGWebSocket.desc = "Send data through a websocket"; - -LGWebSocket.prototype.onPropertyChanged = function(name,value) -{ - if(name == "url") - this.createSocket(); -} - -LGWebSocket.prototype.onExecute = function() -{ - if(!this._ws && this.properties.url) - this.createSocket(); - - if(!this._ws || this._ws.readyState != WebSocket.OPEN ) - return; - - var room = this.properties.room; - - for(var i = 1; i < this.inputs.length; ++i) - { - var data = this.getInputData(i); - if(data != null) - { - var json; - try - { - json = JSON.stringify({ type: 0, room: room, channel: i, data: data }); - } - catch (err) - { - continue; - } - this._ws.send( json ); - } - } - - for(var i = 1; i < this.outputs.length; ++i) - this.setOutputData( i, this._last_data[i] ); -} - -LGWebSocket.prototype.createSocket = function() -{ - var that = this; - var url = this.properties.url; - if( url.substr(0,2) != "ws" ) - url = "ws://" + url; - this._ws = new WebSocket( url ); - this._ws.onopen = function() - { - console.log("ready"); - that.boxcolor = "#8E8"; - } - this._ws.onmessage = function(e) - { - var data = JSON.parse( e.data ); - if( data.room && data.room != this.properties.room ) - return; - if( e.data.type == 1 ) - that.triggerSlot( 0, data ); - else - that._last_data[ e.data.channel || 0 ] = data.data; - } - this._ws.onerror = function(e) - { - console.log("couldnt connect to websocket"); - that.boxcolor = "#E88"; - } - this._ws.onclose = function(e) - { - console.log("connection closed"); - that.boxcolor = "#000"; - } -} - -LGWebSocket.prototype.send = function(data) -{ - if(!this._ws || this._ws.readyState != WebSocket.OPEN ) - return; - this._ws.send( JSON.stringify({ type:1, msg: data }) ); -} - -LGWebSocket.prototype.onAction = function( action, param ) -{ - if(!this._ws || this._ws.readyState != WebSocket.OPEN ) - return; - this._ws.send( { type: 1, room: this.properties.room, action: action, data: param } ); -} - -LGWebSocket.prototype.onGetInputs = function() -{ - return [["in",0]]; -} - -LGWebSocket.prototype.onGetOutputs = function() -{ - return [["out",0]]; -} - -LiteGraph.registerNodeType("network/websocket", LGWebSocket ); - - -//It is like a websocket but using the SillyServer.js server that bounces packets back to all clients connected: -//For more information: https://github.com/jagenjo/SillyServer.js - -function LGSillyClient() -{ - this.size = [60,20]; - this.addInput("send", LiteGraph.ACTION); - this.addOutput("received", LiteGraph.EVENT); - this.addInput("in", 0 ); - this.addOutput("out", 0 ); - this.properties = { - url: "tamats.com:55000", - room: "lgraph", - save_bandwidth: true - }; - - this._server = null; - this.createSocket(); - this._last_input_data = []; - this._last_output_data = []; -} - -LGSillyClient.title = "SillyClient"; -LGSillyClient.desc = "Connects to SillyServer to broadcast messages"; - -LGSillyClient.prototype.onPropertyChanged = function(name,value) -{ - var final_url = (this.properties.url + "/" + this.properties.room); - if(this._server && this._final_url != final_url ) - { - this._server.connect( this.properties.url, this.properties.room ); - this._final_url = final_url; - } -} - -LGSillyClient.prototype.onExecute = function() -{ - if(!this._server || !this._server.is_connected) - return; - - var save_bandwidth = this.properties.save_bandwidth; - - for(var i = 1; i < this.inputs.length; ++i) - { - var data = this.getInputData(i); - if(data != null) - { - if( save_bandwidth && this._last_input_data[i] == data ) - continue; - this._server.sendMessage( { type: 0, channel: i, data: data } ); - this._last_input_data[i] = data; - } - } - - for(var i = 1; i < this.outputs.length; ++i) - this.setOutputData( i, this._last_output_data[i] ); -} - -LGSillyClient.prototype.createSocket = function() -{ - var that = this; - if(typeof(SillyClient) == "undefined") - { - if(!this._error) - console.error("SillyClient node cannot be used, you must include SillyServer.js"); - this._error = true; - return; - } - - this._server = new SillyClient(); - this._server.on_ready = function() - { - console.log("ready"); - that.boxcolor = "#8E8"; - } - this._server.on_message = function(id,msg) - { - var data = null; - try - { - data = JSON.parse( msg ); - } - catch (err) - { - return; - } - - if(data.type == 1) - that.triggerSlot( 0, data ); - else - that._last_output_data[ data.channel || 0 ] = data.data; - } - this._server.on_error = function(e) - { - console.log("couldnt connect to websocket"); - that.boxcolor = "#E88"; - } - this._server.on_close = function(e) - { - console.log("connection closed"); - that.boxcolor = "#000"; - } - - if(this.properties.url && this.properties.room) - { - this._server.connect( this.properties.url, this.properties.room ); - this._final_url = (this.properties.url + "/" + this.properties.room); - } -} - -LGSillyClient.prototype.send = function(data) -{ - if(!this._server || !this._server.is_connected) - return; - this._server.sendMessage( { type:1, data: data } ); -} - -LGSillyClient.prototype.onAction = function( action, param ) -{ - if(!this._server || !this._server.is_connected) - return; - this._server.sendMessage( { type: 1, action: action, data: param } ); -} - -LGSillyClient.prototype.onGetInputs = function() -{ - return [["in",0]]; -} - -LGSillyClient.prototype.onGetOutputs = function() -{ - return [["out",0]]; -} - -LiteGraph.registerNodeType("network/sillyclient", LGSillyClient ); - - +//event related nodes +(function(global){ +var LiteGraph = global.LiteGraph; + +function LGWebSocket() +{ + this.size = [60,20]; + this.addInput("send", LiteGraph.ACTION); + this.addOutput("received", LiteGraph.EVENT); + this.addInput("in", 0 ); + this.addOutput("out", 0 ); + this.properties = { + url: "", + room: "lgraph" //allows to filter messages + }; + this._ws = null; + this._last_data = []; +} + +LGWebSocket.title = "WebSocket"; +LGWebSocket.desc = "Send data through a websocket"; + +LGWebSocket.prototype.onPropertyChanged = function(name,value) +{ + if(name == "url") + this.createSocket(); +} + +LGWebSocket.prototype.onExecute = function() +{ + if(!this._ws && this.properties.url) + this.createSocket(); + + if(!this._ws || this._ws.readyState != WebSocket.OPEN ) + return; + + var room = this.properties.room; + + for(var i = 1; i < this.inputs.length; ++i) + { + var data = this.getInputData(i); + if(data != null) + { + var json; + try + { + json = JSON.stringify({ type: 0, room: room, channel: i, data: data }); + } + catch (err) + { + continue; + } + this._ws.send( json ); + } + } + + for(var i = 1; i < this.outputs.length; ++i) + this.setOutputData( i, this._last_data[i] ); +} + +LGWebSocket.prototype.createSocket = function() +{ + var that = this; + var url = this.properties.url; + if( url.substr(0,2) != "ws" ) + url = "ws://" + url; + this._ws = new WebSocket( url ); + this._ws.onopen = function() + { + console.log("ready"); + that.boxcolor = "#8E8"; + } + this._ws.onmessage = function(e) + { + var data = JSON.parse( e.data ); + if( data.room && data.room != this.properties.room ) + return; + if( e.data.type == 1 ) + that.triggerSlot( 0, data ); + else + that._last_data[ e.data.channel || 0 ] = data.data; + } + this._ws.onerror = function(e) + { + console.log("couldnt connect to websocket"); + that.boxcolor = "#E88"; + } + this._ws.onclose = function(e) + { + console.log("connection closed"); + that.boxcolor = "#000"; + } +} + +LGWebSocket.prototype.send = function(data) +{ + if(!this._ws || this._ws.readyState != WebSocket.OPEN ) + return; + this._ws.send( JSON.stringify({ type:1, msg: data }) ); +} + +LGWebSocket.prototype.onAction = function( action, param ) +{ + if(!this._ws || this._ws.readyState != WebSocket.OPEN ) + return; + this._ws.send( { type: 1, room: this.properties.room, action: action, data: param } ); +} + +LGWebSocket.prototype.onGetInputs = function() +{ + return [["in",0]]; +} + +LGWebSocket.prototype.onGetOutputs = function() +{ + return [["out",0]]; +} + +LiteGraph.registerNodeType("network/websocket", LGWebSocket ); + + +//It is like a websocket but using the SillyServer.js server that bounces packets back to all clients connected: +//For more information: https://github.com/jagenjo/SillyServer.js + +function LGSillyClient() +{ + this.size = [60,20]; + this.addInput("send", LiteGraph.ACTION); + this.addOutput("received", LiteGraph.EVENT); + this.addInput("in", 0 ); + this.addOutput("out", 0 ); + this.properties = { + url: "tamats.com:55000", + room: "lgraph", + save_bandwidth: true + }; + + this._server = null; + this.createSocket(); + this._last_input_data = []; + this._last_output_data = []; +} + +LGSillyClient.title = "SillyClient"; +LGSillyClient.desc = "Connects to SillyServer to broadcast messages"; + +LGSillyClient.prototype.onPropertyChanged = function(name,value) +{ + var final_url = (this.properties.url + "/" + this.properties.room); + if(this._server && this._final_url != final_url ) + { + this._server.connect( this.properties.url, this.properties.room ); + this._final_url = final_url; + } +} + +LGSillyClient.prototype.onExecute = function() +{ + if(!this._server || !this._server.is_connected) + return; + + var save_bandwidth = this.properties.save_bandwidth; + + for(var i = 1; i < this.inputs.length; ++i) + { + var data = this.getInputData(i); + if(data != null) + { + if( save_bandwidth && this._last_input_data[i] == data ) + continue; + this._server.sendMessage( { type: 0, channel: i, data: data } ); + this._last_input_data[i] = data; + } + } + + for(var i = 1; i < this.outputs.length; ++i) + this.setOutputData( i, this._last_output_data[i] ); +} + +LGSillyClient.prototype.createSocket = function() +{ + var that = this; + if(typeof(SillyClient) == "undefined") + { + if(!this._error) + console.error("SillyClient node cannot be used, you must include SillyServer.js"); + this._error = true; + return; + } + + this._server = new SillyClient(); + this._server.on_ready = function() + { + console.log("ready"); + that.boxcolor = "#8E8"; + } + this._server.on_message = function(id,msg) + { + var data = null; + try + { + data = JSON.parse( msg ); + } + catch (err) + { + return; + } + + if(data.type == 1) + that.triggerSlot( 0, data ); + else + that._last_output_data[ data.channel || 0 ] = data.data; + } + this._server.on_error = function(e) + { + console.log("couldnt connect to websocket"); + that.boxcolor = "#E88"; + } + this._server.on_close = function(e) + { + console.log("connection closed"); + that.boxcolor = "#000"; + } + + if(this.properties.url && this.properties.room) + { + this._server.connect( this.properties.url, this.properties.room ); + this._final_url = (this.properties.url + "/" + this.properties.room); + } +} + +LGSillyClient.prototype.send = function(data) +{ + if(!this._server || !this._server.is_connected) + return; + this._server.sendMessage( { type:1, data: data } ); +} + +LGSillyClient.prototype.onAction = function( action, param ) +{ + if(!this._server || !this._server.is_connected) + return; + this._server.sendMessage( { type: 1, action: action, data: param } ); +} + +LGSillyClient.prototype.onGetInputs = function() +{ + return [["in",0]]; +} + +LGSillyClient.prototype.onGetOutputs = function() +{ + return [["out",0]]; +} + +LiteGraph.registerNodeType("network/sillyclient", LGSillyClient ); + + })(this);