Files
armorpaint/paint/sources/nodes_material/brick_texture_node.c
T
2026-08-21 22:40:25 +02:00

274 lines
21 KiB
C

#include "../global.h"
char *str_tex_brick = "\
fun tex_brick_noise(n: int): float { \
n = (n >> 13) ^ n; \
var nn: int = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \
return float(nn) / 2147483647.0; \
} \
fun tex_brick(co: float3, c1: float3, c2: float3, cm: float3, scale: float, mortar_size: float, mortar_smooth: float, bias: float, brick_width: float, row_height: float, offset_amount: float, offset_frequency: float, squash_amount: float, squash_frequency: float): float3 { \
var p: float3 = co * scale; \
var row: float = floor(p.y / row_height); \
var bw: float = brick_width; \
var offset: float = 0.0; \
if (offset_frequency != 0.0 && squash_frequency != 0.0) { \
if ((row % squash_frequency) == 0.0) { bw = bw * squash_amount; } \
if ((row % offset_frequency) == 0.0) { offset = bw * offset_amount; } \
} \
var col: float = floor((p.x + offset) / bw); \
var x: float = (p.x + offset) - bw * col; \
var y: float = p.y - row_height * row; \
var tint: float = clamp(tex_brick_noise((int(row) << 16) + (int(col) & 65535)) + bias, 0.0, 1.0); \
var min_dist: float = min(min(x, y), min(bw - x, row_height - y)); \
var f: float = 0.0; \
if (min_dist < mortar_size) { \
if (mortar_smooth == 0.0) { f = 1.0; } \
if (mortar_smooth > 0.0) { f = smoothstep(0.0, mortar_smooth, 1.0 - min_dist / mortar_size); } \
} \
return lerp3(lerp3(c1, c2, tint), cm, f); \
} \
fun tex_brick_f(co: float3, scale: float, mortar_size: float, mortar_smooth: float, brick_width: float, row_height: float, offset_amount: float, offset_frequency: float, squash_amount: float, squash_frequency: float): float { \
var p: float3 = co * scale; \
var row: float = floor(p.y / row_height); \
var bw: float = brick_width; \
var offset: float = 0.0; \
if (offset_frequency != 0.0 && squash_frequency != 0.0) { \
if ((row % squash_frequency) == 0.0) { bw = bw * squash_amount; } \
if ((row % offset_frequency) == 0.0) { offset = bw * offset_amount; } \
} \
var col: float = floor((p.x + offset) / bw); \
var x: float = (p.x + offset) - bw * col; \
var y: float = p.y - row_height * row; \
var min_dist: float = min(min(x, y), min(bw - x, row_height - y)); \
var f: float = 0.0; \
if (min_dist < mortar_size) { \
if (mortar_smooth == 0.0) { f = 1.0; } \
if (mortar_smooth > 0.0) { f = smoothstep(0.0, mortar_smooth, 1.0 - min_dist / mortar_size); } \
} \
return f; \
} \
";
char *brick_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_brick);
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 *col3 = parser_material_parse_vector_input(node->inputs->buffer[3]);
char *scale = parser_material_parse_value_input(node->inputs->buffer[4], false);
char *mortar_size = parser_material_parse_value_input(node->inputs->buffer[5], false);
char *mortar_smooth = parser_material_parse_value_input(node->inputs->buffer[6], false);
char *bias = parser_material_parse_value_input(node->inputs->buffer[7], false);
char *brick_width = parser_material_parse_value_input(node->inputs->buffer[8], false);
char *row_height = parser_material_parse_value_input(node->inputs->buffer[9], false);
char *offset = parser_material_parse_value_input(node->inputs->buffer[10], false);
char *offset_freq = parser_material_parse_value_input(node->inputs->buffer[11], false);
char *squash = parser_material_parse_value_input(node->inputs->buffer[12], false);
char *squash_freq = parser_material_parse_value_input(node->inputs->buffer[13], false);
return string_tmp("tex_brick(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s, %s)", co, col1, col2, col3, scale, mortar_size, mortar_smooth, bias,
brick_width, row_height, offset, offset_freq, squash, squash_freq);
}
char *brick_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_brick);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[4], false);
char *mortar_size = parser_material_parse_value_input(node->inputs->buffer[5], false);
char *mortar_smooth = parser_material_parse_value_input(node->inputs->buffer[6], false);
char *brick_width = parser_material_parse_value_input(node->inputs->buffer[8], false);
char *row_height = parser_material_parse_value_input(node->inputs->buffer[9], false);
char *offset = parser_material_parse_value_input(node->inputs->buffer[10], false);
char *offset_freq = parser_material_parse_value_input(node->inputs->buffer[11], false);
char *squash = parser_material_parse_value_input(node->inputs->buffer[12], false);
char *squash_freq = parser_material_parse_value_input(node->inputs->buffer[13], false);
return string_tmp("tex_brick_f(%s, %s, %s, %s, %s, %s, %s, %s, %s, %s)", co, scale, mortar_size, mortar_smooth, brick_width, row_height, offset,
offset_freq, squash, squash_freq);
}
void brick_texture_node_init() {
ui_node_t *brick_texture_node_def =
ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Brick Texture"),
.type = "TEX_BRICK",
.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("Mortar"),
.type = "RGBA",
.color = 0xffc7c729,
.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("Mortar Size"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.02),
.min = 0.0,
.max = 0.125,
.precision = 1000,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Mortar Smooth"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.1),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Bias"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.0),
.min = -1.0,
.max = 1.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Brick Width"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.5),
.min = 0.01,
.max = 2.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Row Height"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.25),
.min = 0.01,
.max = 2.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Offset"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.5),
.min = -1.0,
.max = 1.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Frequency"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(2.0),
.min = 1.0,
.max = 10.0,
.precision = 1,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Squash"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(1.0),
.min = 0.0,
.max = 2.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Frequency"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(2.0),
.min = 1.0,
.max = 10.0,
.precision = 1,
.display = 0}),
},
14),
.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, brick_texture_node_def);
any_map_set(parser_material_node_vectors, "TEX_BRICK", brick_texture_node_vector);
any_map_set(parser_material_node_values, "TEX_BRICK", brick_texture_node_value);
}