#include "../global.h" void attribute_node_init() { attribute_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("Attribute"), .type = "ATTRIBUTE", .x = 0, .y = 0, .color = 0xffb34f5a, .inputs = any_array_create_from_raw((void *[]){}, 0), .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}), GC_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}), GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Factor"), .type = "VALUE", .color = 0xffa1a1a1, .default_value = f32_array_create_x(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("Alpha"), .type = "VALUE", .color = 0xffa1a1a1, .default_value = f32_array_create_x(0.0), .min = 0.0, .max = 1.0, .precision = 100, .display = 0}), }, 4), .buttons = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("Name"), .type = "STRING", .output = -1, .default_value = f32_array_create_x(0), .data = NULL, .min = 0.0, .max = 1.0, .precision = 100, .height = 0}), }, 1), .width = 0, .flags = 0}); gc_root(attribute_node_def); any_array_push(nodes_material_input, attribute_node_def); any_map_set(parser_material_node_vectors, "ATTRIBUTE", attribute_node_vector); any_map_set(parser_material_node_values, "ATTRIBUTE", attribute_node_value); } char *attribute_node_vector(ui_node_t *node, ui_node_socket_t *socket) { if (socket == node->outputs->buffer[0]) { // Color if (parser_material_kong->context->allow_vcols) { node_shader_context_add_elem(parser_material_kong->context, "col", "short4norm"); // Vcols only for now return "input.vcolor"; } else { return ("float3(0.0, 0.0, 0.0)"); } } else { // Vector node_shader_context_add_elem(parser_material_kong->context, "tex", "short2norm"); // UVMaps only for now return "float3(tex_coord.x, tex_coord.y, 0.0)"; } } char *attribute_node_value(ui_node_t *node, ui_node_socket_t *socket) { node_shader_add_constant(parser_material_kong, "time: float", "_time"); return "constants.time"; }