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armorpaint/paint/sources/nodes_material/warp_node.c
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#include "../global.h"
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char *warp_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
if (parser_material_warp_passthrough) {
return parser_material_parse_vector_input(node->inputs->buffer[0]);
}
char *angle = parser_material_parse_value_input(node->inputs->buffer[1], true);
char *mask = parser_material_parse_value_input(node->inputs->buffer[2], true);
char *tex_name = string("texwarp_%s", parser_material_node_name(node, NULL));
node_shader_add_texture(parser_material_kong, tex_name, string("_%s", tex_name));
char *store = parser_material_store_var_name(node);
f32 pi = math_pi();
parser_material_write(parser_material_kong, string("var %s_rad: float = %s * (%s / 180.0);", store, angle, f32_to_string(pi)));
parser_material_write(parser_material_kong, string("var %s_x: float = cos(%s_rad);", store, store));
parser_material_write(parser_material_kong, string("var %s_y: float = sin(%s_rad);", store, store));
return string("sample(%s, sampler_linear, tex_coord + float2(%s_x, %s_y) * %s).rgb", tex_name, store, store, mask);
}
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void warp_node_init() {
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ui_node_t *warp_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Warp"),
.type = "DIRECT_WARP", // extension
.x = 0,
.y = 0,
.color = 0xff448c6d,
.inputs = any_array_create_from_raw(
(void *[]){
GC_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}),
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Angle"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.0),
.min = 0.0,
.max = 360.0,
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.precision = 10,
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.display = 0}),
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Mask"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.5),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
3),
.outputs = any_array_create_from_raw(
(void *[]){
GC_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}),
},
1),
.buttons = any_array_create_from_raw((void *[]){}, 0),
.width = 0,
.flags = 0});
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any_array_push(nodes_material_color, warp_node_def);
any_map_set(parser_material_node_vectors, "DIRECT_WARP", warp_node_vector);
}