147 lines
10 KiB
C
147 lines
10 KiB
C
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#include "../global.h"
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char *str_tex_brick = "\
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fun tex_brick_noise(n: int): float { \
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var nn: int; \
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n = (n >> 13) ^ n; \
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/*nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;*/ \
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nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \
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return 0.5 * float(nn) / 1073741824.0; \
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} \
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fun tex_brick(p: float3, c1: float3, c2: float3, c3: float3): float3 { \
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var brick_size: float3 = float3(0.9, 0.49, 0.49); \
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var mortar_size: float3 = float3(0.05, 0.1, 0.1); \
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p /= brick_size / 2.0; \
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if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \
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var col: float = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \
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var row: float = p.y; \
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p = frac3(p); \
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var b: float3 = step3(p, 1.0 - mortar_size); \
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/*var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xffff)), 0.0), 1.0);*/ \
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var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 65535)), 0.0), 1.0); \
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return lerp3(c3, lerp3(c1, c2, tint), b.x * b.y * b.z); \
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} \
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fun tex_brick_f(p: float3): float { \
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p /= float3(0.9, 0.49, 0.49) / 2.0; \
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if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \
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p = frac3(p); \
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var b: float3 = step3(p, float3(0.95, 0.9, 0.9)); \
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return lerp(1.0, 0.0, b.x * b.y * b.z); \
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} \
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";
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void brick_texture_node_init() {
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brick_texture_node_def =
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GC_ALLOC_INIT(ui_node_t, {.id = 0,
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.name = _tr("Brick Texture"),
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.type = "TEX_BRICK",
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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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GC_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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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Color 1"),
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.type = "RGBA",
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.color = 0xffc7c729,
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.default_value = f32_array_create_xyz(0.8, 0.8, 0.8),
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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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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Color 2"),
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.type = "RGBA",
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.color = 0xffc7c729,
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.default_value = f32_array_create_xyz(0.2, 0.2, 0.2),
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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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GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
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.node_id = 0,
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.name = _tr("Mortar"),
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.type = "RGBA",
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.color = 0xffc7c729,
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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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GC_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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},
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5),
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.outputs = any_array_create_from_raw(
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(void *[]){
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GC_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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GC_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((void *[]){}, 0),
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.width = 0,
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.flags = 0});
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gc_root(brick_texture_node_def);
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any_array_push(nodes_material_texture, brick_texture_node_def);
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any_map_set(parser_material_node_vectors, "TEX_BRICK", brick_texture_node_vector);
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any_map_set(parser_material_node_values, "TEX_BRICK", brick_texture_node_value);
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}
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char *brick_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_brick);
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char *co = parser_material_get_coord(node);
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char *col1 = parser_material_parse_vector_input(node->inputs->buffer[1]);
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char *col2 = parser_material_parse_vector_input(node->inputs->buffer[2]);
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char *col3 = parser_material_parse_vector_input(node->inputs->buffer[3]);
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char *scale = parser_material_parse_value_input(node->inputs->buffer[4], false);
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return string("tex_brick(%s * %s, %s, %s, %s)", co, scale, col1, col2, col3);
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}
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char *brick_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_brick);
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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[4], false);
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return string("tex_brick_f(%s * %s)", co, scale);
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}
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