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

107 lines
7.0 KiB
C

#include "../global.h"
char *str_tex_magic = "\
fun tex_magic(p: float3): float3 { \
var a: float = 1.0 - (sin(p.x) + sin(p.y)); \
var b: float = 1.0 - sin(p.x - p.y); \
var c: float = 1.0 - sin(p.x + p.y); \
return float3(a, b, c); \
} \
fun tex_magic_f(p: float3): float { \
var c: float3 = tex_magic(p); \
return (c.x + c.y + c.z) / 3.0; \
} \
";
void magic_texture_node_init() {
magic_texture_node_def =
GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Magic Texture"),
.type = "TEX_MAGIC",
.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("Scale"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(5.0),
.min = 0.0,
.max = 10.0,
.precision = 100,
.display = 0}),
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Distortion"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(1.0),
.min = 0.0,
.max = 10.0,
.precision = 100,
.display = 0}),
},
3),
.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(magic_texture_node_def);
any_array_push(nodes_material_texture, magic_texture_node_def);
any_map_set(parser_material_node_vectors, "TEX_MAGIC", magic_texture_node_vector);
any_map_set(parser_material_node_values, "TEX_MAGIC", magic_texture_node_value);
}
char *magic_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_magic);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
return string("tex_magic(%s * %s * 4.0)", co, scale);
}
char *magic_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_magic);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
return string("tex_magic_f(%s * %s * 4.0)", co, scale);
}