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armorpaint/paint/sources/nodes_material/wave_texture_node.c
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#include "../global.h"
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char *str_tex_wave = "\
fun tex_wave_hash(n: float): float { return frac(sin(n) * 10000.0); } \
fun tex_wave_noise_f(x: float3): float { \
var step: float3 = float3(110.0, 241.0, 171.0); \
var i: float3 = floor3(x); \
var f: float3 = frac3(x); \
var n: float = dot(i, step); \
var u: float3 = f * f * (3.0 - 2.0 * f); \
return lerp(lerp(lerp(tex_wave_hash(n + dot(step, float3(0.0, 0.0, 0.0))), tex_wave_hash(n + dot(step, float3(1.0, 0.0, 0.0))), u.x), \
lerp(tex_wave_hash(n + dot(step, float3(0.0, 1.0, 0.0))), tex_wave_hash(n + dot(step, float3(1.0, 1.0, 0.0))), u.x), u.y), \
lerp(lerp(tex_wave_hash(n + dot(step, float3(0.0, 0.0, 1.0))), tex_wave_hash(n + dot(step, float3(1.0, 0.0, 1.0))), u.x), \
lerp(tex_wave_hash(n + dot(step, float3(0.0, 1.0, 1.0))), tex_wave_hash(n + dot(step, float3(1.0, 1.0, 1.0))), u.x), u.y), u.z); \
} \
fun tex_wave_fbm(p: float3, roughness: float): float { \
var amp: float = 1.0; \
var s: float = 0.0; \
var ma: float = 0.0; \
var pp: float3 = p; \
s = s + amp * tex_wave_noise_f(pp); ma = ma + amp; amp = amp * roughness; pp = pp * 2.0; \
s = s + amp * tex_wave_noise_f(pp); ma = ma + amp; amp = amp * roughness; pp = pp * 2.0; \
s = s + amp * tex_wave_noise_f(pp); ma = ma + amp; amp = amp * roughness; pp = pp * 2.0; \
s = s + amp * tex_wave_noise_f(pp); ma = ma + amp; \
return s / ma; \
} \
fun tex_wave(co: float3, scale: float, distortion: float, detail_scale: float, detail_roughness: float, phase: float, wave_type: int, direction: int, profile: int): float { \
var pi: float = 3.14159265; \
var p: float3 = co * scale; \
var n: float = 0.0; \
if (wave_type == 0) { \
if (direction == 0) { n = p.x; } \
else if (direction == 1) { n = p.y; } \
else if (direction == 2) { n = p.z; } \
else { n = (p.x + p.y + p.z) * 0.57735027; } \
} \
else { \
var cx: float = p.x; \
var cy: float = p.y; \
var cz: float = p.z; \
if (direction == 0) { cx = 0.0; } \
else if (direction == 1) { cy = 0.0; } \
else if (direction == 2) { cz = 0.0; } \
n = sqrt(cx * cx + cy * cy + cz * cz); \
} \
n = n + distortion * (tex_wave_fbm(p * detail_scale, detail_roughness) * 2.0 - 1.0); \
n = n * 2.0 * pi + phase; \
if (profile == 0) { return 0.5 + 0.5 * sin(n); } \
else if (profile == 1) { var t: float = n / (2.0 * pi); return t - floor(t); } \
/*else {*/ var t: float = n / (2.0 * pi); return abs(t - floor(t + 0.5)) * 2.0; /*}*/ \
} \
";
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static char *wave_texture_node_result(ui_node_t *node) {
node_shader_add_function(parser_material_kong, str_tex_wave);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
char *distortion = parser_material_parse_value_input(node->inputs->buffer[2], false);
char *detail_scale = parser_material_parse_value_input(node->inputs->buffer[3], false);
char *detail_rough = parser_material_parse_value_input(node->inputs->buffer[4], false);
char *phase = parser_material_parse_value_input(node->inputs->buffer[5], false);
ui_node_button_t *but_type = node->buttons->buffer[0];
ui_node_button_t *but_dir = node->buttons->buffer[1];
ui_node_button_t *but_prof = node->buttons->buffer[2];
i32 wave_type = (i32)but_type->default_value->buffer[0];
i32 direction = (i32)but_dir->default_value->buffer[0];
i32 profile = (i32)but_prof->default_value->buffer[0];
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return string_tmp("tex_wave(%s, %s, %s, %s, %s, %s, %d, %d, %d)", co, scale, distortion, detail_scale, detail_rough, phase, wave_type, direction, profile);
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}
char *wave_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
return parser_material_to_vec3(wave_texture_node_result(node));
}
char *wave_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
return wave_texture_node_result(node);
}
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void wave_texture_node_init() {
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char *wave_type_data = string_tmp("%s\n%s", _tr("Bands"), _tr("Rings"));
char *wave_direction_data = string_tmp("%s\n%s\n%s\n%s", _tr("X"), _tr("Y"), _tr("Z"), _tr("Diagonal"));
char *wave_profile_data = string_tmp("%s\n%s\n%s", _tr("Sine"), _tr("Saw"), _tr("Triangle"));
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ui_node_t *wave_texture_node_def = ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Wave Texture"),
.type = "TEX_WAVE",
.x = 0,
.y = 0,
.color = 0xff4982a0,
.inputs = any_array_create_from_raw(
(void *[]){
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Vector"),
.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}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Scale"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(5.0),
.min = 0.0,
.max = 10.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Distortion"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.0),
.min = -10.0,
.max = 10.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Detail Scale"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(1.0),
.min = 0.0,
.max = 10.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Detail Roughness"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.5),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Phase Offset"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.0),
.min = -10.0,
.max = 10.0,
.precision = 100,
.display = 0}),
},
6),
.outputs = any_array_create_from_raw(
(void *[]){
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Color"),
.type = "RGBA",
.color = 0xffc7c729,
.default_value = f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Factor"),
.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 *[]){
ALLOC_INIT(ui_node_button_t, {.name = _tr("Wave Type"),
.type = "ENUM",
.output = -1,
.default_value = f32_array_create_x(0),
.data = u8_array_create_from_string(wave_type_data),
.min = 0.0,
.max = 1.0,
.precision = 100,
.height = 0}),
ALLOC_INIT(ui_node_button_t, {.name = _tr("Direction"),
.type = "ENUM",
.output = -1,
.default_value = f32_array_create_x(0),
.data = u8_array_create_from_string(wave_direction_data),
.min = 0.0,
.max = 3.0,
.precision = 100,
.height = 0}),
ALLOC_INIT(ui_node_button_t, {.name = _tr("Wave Profile"),
.type = "ENUM",
.output = -1,
.default_value = f32_array_create_x(0),
.data = u8_array_create_from_string(wave_profile_data),
.min = 0.0,
.max = 2.0,
.precision = 100,
.height = 0}),
},
3),
.width = 0,
.flags = 0});
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any_array_push(nodes_material_texture, wave_texture_node_def);
any_map_set(parser_material_node_vectors, "TEX_WAVE", wave_texture_node_vector);
any_map_set(parser_material_node_values, "TEX_WAVE", wave_texture_node_value);
}