99 lines
7.7 KiB
C
99 lines
7.7 KiB
C
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#include "../global.h"
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void attribute_node_init() {
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attribute_node_def = GC_ALLOC_INIT(ui_node_t, {.id = 0,
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.name = _tr("Attribute"),
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.type = "ATTRIBUTE",
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.x = 0,
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.y = 0,
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.color = 0xffb34f5a,
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.inputs = any_array_create_from_raw((void *[]){}, 0),
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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("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("Factor"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(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("Alpha"),
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.type = "VALUE",
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.color = 0xffa1a1a1,
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.default_value = f32_array_create_x(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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},
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4),
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.buttons = any_array_create_from_raw(
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(void *[]){
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GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("Name"),
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.type = "STRING",
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.output = -1,
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.default_value = f32_array_create_x(0),
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.data = NULL,
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.min = 0.0,
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.max = 1.0,
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.precision = 100,
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.height = 0}),
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},
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1),
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.width = 0,
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.flags = 0});
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gc_root(attribute_node_def);
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any_array_push(nodes_material_input, attribute_node_def);
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any_map_set(parser_material_node_vectors, "ATTRIBUTE", attribute_node_vector);
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any_map_set(parser_material_node_values, "ATTRIBUTE", attribute_node_value);
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}
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char *attribute_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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if (socket == node->outputs->buffer[0]) { // Color
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if (parser_material_kong->context->allow_vcols) {
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node_shader_context_add_elem(parser_material_kong->context, "col", "short4norm"); // Vcols only for now
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return "input.vcolor";
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}
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else {
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return ("float3(0.0, 0.0, 0.0)");
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}
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}
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else { // Vector
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node_shader_context_add_elem(parser_material_kong->context, "tex", "short2norm"); // UVMaps only for now
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return "float3(tex_coord.x, tex_coord.y, 0.0)";
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}
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}
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char *attribute_node_value(ui_node_t *node, ui_node_socket_t *socket) {
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node_shader_add_constant(parser_material_kong, "time: float", "_time");
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return "constants.time";
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}
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