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armorpaint/paint/sources/material_nodes/geometry_node.c
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#include "../global.h"
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void geometry_node_init() {
any_array_push(nodes_material_input, geometry_node_def);
any_map_set(parser_material_node_vectors, "NEW_GEOMETRY", geometry_node_vector);
any_map_set(parser_material_node_values, "NEW_GEOMETRY", geometry_node_value);
}
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char *geometry_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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if (socket == node->outputs->buffer[0]) { // Position
parser_material_kong->frag_wposition = true;
return "input.wposition";
}
else if (socket == node->outputs->buffer[1]) { // Normal
parser_material_kong->frag_n = true;
return "n";
}
else if (socket == node->outputs->buffer[2]) { // Tangent
parser_material_kong->frag_wtangent = true;
return "input.wtangent";
}
else if (socket == node->outputs->buffer[3]) { // True Normal
parser_material_kong->frag_n = true;
return "n";
}
else if (socket == node->outputs->buffer[4]) { // Incoming
parser_material_kong->frag_vvec = true;
return "vvec";
}
else { // Parametric
parser_material_kong->frag_mposition = true;
return "input.mposition";
}
}
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char *geometry_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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if (socket == node->outputs->buffer[6]) { // Backfacing
return "0.0"; // SV_IsFrontFace
// return "(1.0 - float(gl_FrontFacing))";
}
else if (socket == node->outputs->buffer[7]) { // Pointiness
f32 strength = 1.0;
f32 radius = 1.0;
f32 offset = 0.0;
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char *store = parser_material_store_var_name(node);
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parser_material_kong->frag_n = true;
parser_material_write(parser_material_kong, string_join(string_join("var ", store), "_dx: float3 = ddx3(n);"));
parser_material_write(parser_material_kong, string_join(string_join("var ", store), "_dy: float3 = ddy3(n);"));
parser_material_write(
parser_material_kong,
string_join(string_join(string_join(string_join(string_join(string_join(string_join(string_join(string_join(string_join("var ", store),
"_curvature: float = max(dot("),
store),
"_dx, "),
store),
"_dx), dot("),
store),
"_dy, "),
store),
"_dy));"));
parser_material_write(
parser_material_kong,
string_join(
string_join(string_join(string_join(string_join(string_join(string_join(string_join(string_join(store, "_curvature = clamp(pow("), store),
"_curvature, (1.0 / "),
f32_to_string(radius)),
") * 0.25) * "),
f32_to_string(strength)),
" * 2.0 + "),
f32_to_string(offset)),
" / 10.0, 0.0, 1.0);"));
return string_join(store, "_curvature");
}
else { // Random Per Island
return "0.0";
}
}