Files
armorpaint/paint/sources/material_nodes/brick_texture_node.c
T
2026-04-01 21:10:04 +02:00

147 lines
10 KiB
C

#include "../global.h"
char *str_tex_brick = "\
fun tex_brick_noise(n: int): float { \
var nn: int; \
n = (n >> 13) ^ n; \
/*nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;*/ \
nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \
return 0.5 * float(nn) / 1073741824.0; \
} \
fun tex_brick(p: float3, c1: float3, c2: float3, c3: float3): float3 { \
var brick_size: float3 = float3(0.9, 0.49, 0.49); \
var mortar_size: float3 = float3(0.05, 0.1, 0.1); \
p /= brick_size / 2.0; \
if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \
var col: float = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \
var row: float = p.y; \
p = frac3(p); \
var b: float3 = step3(p, 1.0 - mortar_size); \
/*var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xffff)), 0.0), 1.0);*/ \
var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 65535)), 0.0), 1.0); \
return lerp3(c3, lerp3(c1, c2, tint), b.x * b.y * b.z); \
} \
fun tex_brick_f(p: float3): float { \
p /= float3(0.9, 0.49, 0.49) / 2.0; \
if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \
p = frac3(p); \
var b: float3 = step3(p, float3(0.95, 0.9, 0.9)); \
return lerp(1.0, 0.0, b.x * b.y * b.z); \
} \
";
void brick_texture_node_init() {
brick_texture_node_def =
GC_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 *[]){
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("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}),
GC_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}),
GC_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}),
GC_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}),
},
5),
.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("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});
gc_root(brick_texture_node_def);
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);
}
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);
return string("tex_brick(%s * %s, %s, %s, %s)", co, scale, col1, col2, col3);
}
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);
return string("tex_brick_f(%s * %s)", co, scale);
}