#include "../global.h" char *tilesheet_node_vector(ui_node_t *node, ui_node_socket_t *socket) { node_shader_context_add_elem(parser_material_kong->context, "tex", "short2norm"); char *tile_x = parser_material_parse_value_input(node->inputs->buffer[0], false); char *tile_y = parser_material_parse_value_input(node->inputs->buffer[1], false); i32 tiles_x = (i32)node->buttons->buffer[0]->default_value->buffer[0]; i32 tiles_y = (i32)node->buttons->buffer[1]->default_value->buffer[0]; return string("float3((tex_coord.x + %s) / %d.0, (tex_coord.y + %s) / %d.0, 0.0)", tile_x, tiles_x, tile_y, tiles_y); } void tilesheet_node_init() { ui_node_t *tilesheet_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("Tilesheet"), .type = "TILESHEET", .x = 0, .y = 0, .color = 0xffb34f5a, .inputs = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Tile X"), .type = "VALUE", .color = 0xffa1a1a1, .default_value = f32_array_create_x(0.0), .min = 0.0, .max = 63.0, .precision = 1, .display = 0}), GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Tile Y"), .type = "VALUE", .color = 0xffa1a1a1, .default_value = f32_array_create_x(0.0), .min = 0.0, .max = 63.0, .precision = 1, .display = 0}), }, 2), .outputs = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("UV"), .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), .buttons = any_array_create_from_raw( (void *[]){ GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("Tiles X"), .type = "VALUE", .output = -1, .default_value = f32_array_create_x(4), .data = NULL, .min = 1.0, .max = 64.0, .precision = 1, .height = 0}), GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("Tiles Y"), .type = "VALUE", .output = -1, .default_value = f32_array_create_x(4), .data = NULL, .min = 1.0, .max = 64.0, .precision = 1, .height = 0}), }, 2), .width = 0, .flags = 0}); any_array_push(nodes_material_input, tilesheet_node_def); any_map_set(parser_material_node_vectors, "TILESHEET", tilesheet_node_vector); }