107 lines
7.0 KiB
C
107 lines
7.0 KiB
C
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#include "../global.h"
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char *str_tex_magic = "\
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fun tex_magic(p: float3): float3 { \
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var a: float = 1.0 - (sin(p.x) + sin(p.y)); \
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var b: float = 1.0 - sin(p.x - p.y); \
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var c: float = 1.0 - sin(p.x + p.y); \
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return float3(a, b, c); \
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} \
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fun tex_magic_f(p: float3): float { \
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var c: float3 = tex_magic(p); \
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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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void magic_texture_node_init() {
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magic_texture_node_def =
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GC_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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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("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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GC_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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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(magic_texture_node_def);
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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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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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return string("tex_magic(%s * %s * 4.0)", co, scale);
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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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return string("tex_magic_f(%s * %s * 4.0)", co, scale);
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}
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