Functions in Node Graphing

I love using PixiEditor, it is quite fun to create formulas for creating workspace viewports or turning a few tiles into a full tileset. But messing with the Node Graph editor has made me realize that something is missing… Functions!

I would love a feature where you can create your own custom node, that when creating a new node you can add inputs and outputs, and have it calculate a whole bunch! But this would be amazing for some repetitive Node Graphs!

For example, the tileset generator I mentioned earlier, I need 20 individual slices in order to get the building blocks that would be used to make 48 tiles! Which means a lot of copy and pasting, aswell as a labyrinth of connections… But say instead we have custom made node block that would only need a few inputs, (such as the main image, plus 4 Vector2’s) and it would generate a tile that easily!

I sincerely hope you’ll accept my request of a feature, and best wishes to the development of PixiEditor!!!

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Maybe make it a compute shader node. That would be the most flexible.

This is planned :slight_smile:

Compute shaders are also somewhere on the list, although it is much bigger feature

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Are they so different from a vertex shader?

Compute Shaders require whole separate graphics pass. It’s not something we can just add on top of our current system. PixiEditor’s graphics capabilities are only as wide as Skia’s. And Skia is a 2D graphics engine. So even custom vertex shaders are not really accessible for us.

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Sorry, I meant ‘fragment shaders’ (the one we already have). I guess the answer is still valid. :sweat_smile:

Awesome!!! I can’t wait :slight_smile: