#include "../global.h" char *str_tex_checker = "\ fun tex_checker(co: float3, col1: float3, col2: float3, scale: float): float3 { \ /* Prevent precision issues on unit coordinates */ \ var p: float3 = (co + 0.000001 * 0.999999) * scale; \ var xi: float = abs(floor(p.x)); \ var yi: float = abs(floor(p.y)); \ var zi: float = abs(floor(p.z)); \ /* var check: bool = (xi % 2.0 == yi % 2.0) == zi % 2.0;*/ \ var checka: int = 0; \ var checkb: int = 0; \ if (xi % 2.0 == yi % 2.0) { checka = 1; } \ if (zi % 2.0 != 0.0) { checkb = 1; } \ if (checka == checkb) { return col1; } return col2; \ } \ fun tex_checker_f(co: float3, scale: float): float { \ var p: float3 = (co + 0.000001 * 0.999999) * scale; \ var xi: float = abs(floor(p.x)); \ var yi: float = abs(floor(p.y)); \ var zi: float = abs(floor(p.z)); \ /*return float((xi % 2.0 == yi % 2.0) == zi % 2.0);*/ \ var checka: int = 0; \ var checkb: int = 0; \ if (xi % 2.0 == yi % 2.0) { checka = 1; } \ if (zi % 2.0 != 0.0) { checkb = 1; } \ if (checka == checkb) { return 1.0; } return 0.0; \ \ } \ "; char *checker_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) { node_shader_add_function(parser_material_kong, str_tex_checker); char *co = parser_material_get_coord(node); char *col1 = parser_material_parse_vector_input(node->inputs->buffer[1]); char *col2 = parser_material_parse_vector_input(node->inputs->buffer[2]); char *scale = parser_material_parse_value_input(node->inputs->buffer[3], false); return string_tmp("tex_checker(%s, %s, %s, %s)", co, col1, col2, scale); } char *checker_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) { node_shader_add_function(parser_material_kong, str_tex_checker); char *co = parser_material_get_coord(node); char *scale = parser_material_parse_value_input(node->inputs->buffer[3], false); return string_tmp("tex_checker_f(%s, %s)", co, scale); } void checker_texture_node_init() { ui_node_t *checker_texture_node_def = ALLOC_INIT(ui_node_t, {.id = 0, .name = _tr("Checker Texture"), .type = "TEX_CHECKER", .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("Color 1"), .type = "RGBA", .color = 0xffc7c729, .default_value = f32_array_create_xyz(0.8, 0.8, 0.8), .min = 0.0, .max = 1.0, .precision = 100, .display = 0}), ALLOC_INIT(ui_node_socket_t, {.id = 0, .node_id = 0, .name = _tr("Color 2"), .type = "RGBA", .color = 0xffc7c729, .default_value = f32_array_create_xyz(0.2, 0.2, 0.2), .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}), }, 4), .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 *[]){}, 0), .width = 0, .flags = 0}); any_array_push(nodes_material_texture, checker_texture_node_def); any_map_set(parser_material_node_vectors, "TEX_CHECKER", checker_texture_node_vector); any_map_set(parser_material_node_values, "TEX_CHECKER", checker_texture_node_value); }