Files
armorpaint/paint/sources/material_nodes/gabor_texture_node.c
T
2026-03-06 12:56:38 +01:00

31 lines
1.5 KiB
C

void gabor_texture_node_init() {
any_array_push(nodes_material_texture, gabor_texture_node_def);
any_map_set(parser_material_node_values, "TEX_GABOR", gabor_texture_node_value);
}
string_t *gabor_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_gabor);
string_t *co = parser_material_get_coord(node);
string_t *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
string_t *frequency = parser_material_parse_value_input(node->inputs->buffer[2], false);
string_t *anisotropy = parser_material_parse_value_input(node->inputs->buffer[3], false);
string_t *orientation = parser_material_parse_vector_input(node->inputs->buffer[4]);
string_t *res = string_join(
string_join(string_join(string_join(string_join(string_join(string_join(string_join(string_join(string_join("tex_gabor(", co), ", "), scale), ", "),
frequency),
", "),
anisotropy),
", "),
orientation),
")");
if (socket == node->outputs->buffer[0]) { // Value
return string_join(res, ".x");
}
else if (socket == node->outputs->buffer[1]) { // Phase
return string_join(res, ".y");
}
else { // Intensity
return string_join(res, ".z");
}
}