172 lines
9.2 KiB
C
172 lines
9.2 KiB
C
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#include "../global.h"
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char *str_tex_magic = "\
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fun tex_magic(co: float3, distortion: float, depth: float): float3 { \
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var p: float3 = co % float3(6.28318530718, 6.28318530718, 6.28318530718); \
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var x: float = sin((p.x + p.y + p.z) * 5.0); \
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var y: float = cos((-p.x + p.y - p.z) * 5.0); \
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var z: float = -cos((-p.x - p.y + p.z) * 5.0); \
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if (depth > 0.0) { \
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x = x * distortion; \
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y = y * distortion; \
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z = z * distortion; \
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y = -cos(x - y + z); \
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y = y * distortion; \
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if (depth > 1.0) { \
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x = cos(x - y - z); \
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x = x * distortion; \
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if (depth > 2.0) { \
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z = sin(-x - y - z); \
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z = z * distortion; \
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if (depth > 3.0) { \
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x = -cos(-x + y - z); \
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x = x * distortion; \
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if (depth > 4.0) { \
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y = -sin(-x + y + z); \
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y = y * distortion; \
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if (depth > 5.0) { \
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y = -cos(-x + y + z); \
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y = y * distortion; \
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if (depth > 6.0) { \
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x = cos(x + y + z); \
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x = x * distortion; \
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if (depth > 7.0) { \
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z = sin(x + y - z); \
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z = z * distortion; \
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if (depth > 8.0) { \
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x = -cos(-x - y + z); \
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x = x * distortion; \
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if (depth > 9.0) { \
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y = -sin(x - y + z); \
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y = y * distortion; \
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} \
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} \
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} \
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} \
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} \
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} \
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} \
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} \
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} \
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} \
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if (abs(distortion) > 0.0) { \
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var d2: float = distortion * 2.0; \
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x = x / d2; \
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y = y / d2; \
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z = z / d2; \
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} \
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return float3(0.5 - x, 0.5 - y, 0.5 - z); \
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} \
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fun tex_magic_f(co: float3, distortion: float, depth: float): float { \
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var c: float3 = tex_magic(co, distortion, depth); \
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return (c.x + c.y + c.z) / 3.0; \
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} \
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";
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char *magic_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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node_shader_add_function(parser_material_kong, str_tex_magic);
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char *co = parser_material_get_coord(node);
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char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
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char *distortion = parser_material_parse_value_input(node->inputs->buffer[2], false);
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i32 depth = (i32)node->outputs->buffer[0]->default_value->buffer[0];
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return string_tmp("tex_magic(%s * %s, %s, %d.0)", co, scale, distortion, depth);
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}
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char *magic_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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node_shader_add_function(parser_material_kong, str_tex_magic);
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char *co = parser_material_get_coord(node);
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char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
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char *distortion = parser_material_parse_value_input(node->inputs->buffer[2], false);
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i32 depth = (i32)node->outputs->buffer[0]->default_value->buffer[0];
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return string_tmp("tex_magic_f(%s * %s, %s, %d.0)", co, scale, distortion, depth);
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}
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void magic_texture_node_init() {
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ui_node_t *magic_texture_node_def =
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ALLOC_INIT(ui_node_t, {.id = 0,
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.name = _tr("Magic Texture"),
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.type = "TEX_MAGIC",
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.x = 0,
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.y = 0,
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.color = 0xff4982a0,
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.inputs = any_array_create_from_raw(
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(void *[]){
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Vector"),
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.type = "VECTOR",
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.color = 0xff6363c7,
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.default_value = f32_array_create_xyz(0.0, 0.0, 0.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Scale"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(5.0),
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.min = 0.0,
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.max = 10.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Distortion"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(1.0),
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.min = 0.0,
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.max = 10.0,
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.precision = 100,
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.display = 0}),
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},
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3),
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.outputs = any_array_create_from_raw(
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(void *[]){
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Color"),
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.type = "RGBA",
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.color = 0xffc7c729,
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.default_value = f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Factor"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(1.0),
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.display = 0}),
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},
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2),
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.buttons = any_array_create_from_raw(
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(void *[]){
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ALLOC_INIT(ui_node_button_t, {.name = _tr("Depth"),
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.type = "VALUE",
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.output = -1,
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.default_value = f32_array_create_x(2),
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.data = NULL,
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.min = 0.0,
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.max = 10.0,
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.precision = 1,
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.height = 0}),
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},
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1),
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.width = 0,
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.flags = 0});
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any_array_push(nodes_material_texture, magic_texture_node_def);
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any_map_set(parser_material_node_vectors, "TEX_MAGIC", magic_texture_node_vector);
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any_map_set(parser_material_node_values, "TEX_MAGIC", magic_texture_node_value);
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}
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