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armorpaint/paint/sources/nodes_material/normal_node.c
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#include "../global.h"
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char *normal_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
return parser_material_vec3(node->outputs->buffer[0]->default_value);
}
char *normal_node_value(ui_node_t *node, ui_node_socket_t *socket) {
char *nor = parser_material_parse_vector_input(node->inputs->buffer[0]);
char *norout = parser_material_vec3(node->outputs->buffer[0]->default_value);
return string("dot(%s, %s)", norout, nor);
}
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void normal_node_init() {
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ui_node_t *normal_node_def =
GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Normal"),
.type = "NORMAL",
.x = 0,
.y = 0,
.color = 0xff522c99,
.inputs = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Normal"),
.type = "VECTOR",
.color = 0xff6363c7,
.default_value = f32_array_create_xyz(0.0, 0.0, 0.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
1),
.outputs = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Normal"),
.type = "VECTOR",
.color = 0xff6363c7,
.default_value = f32_array_create_xyz(0.0, 0.0, 0.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Dot"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(1.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
2),
.buttons = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("Vector"),
.type = "VECTOR",
.output = 0,
.default_value = f32_array_create_xyz(0.0, 0.0, 0.0),
.data = NULL,
.min = 0.0,
.max = 1.0,
.precision = 100,
.height = 0}),
},
1),
.width = 0,
.flags = 0});
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any_array_push(nodes_material_utilities, normal_node_def);
any_map_set(parser_material_node_vectors, "NORMAL", normal_node_vector);
any_map_set(parser_material_node_values, "NORMAL", normal_node_value);
}