Files
armorpaint/paint/sources/material_nodes/geometry_node.c
T
2026-03-10 11:49:57 +01:00

60 lines
2.3 KiB
C

#include "../global.h"
void geometry_node_init() {
any_array_push(nodes_material_input, geometry_node_def);
any_map_set(parser_material_node_vectors, "NEW_GEOMETRY", geometry_node_vector);
any_map_set(parser_material_node_values, "NEW_GEOMETRY", geometry_node_value);
}
char *geometry_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
if (socket == node->outputs->buffer[0]) { // Position
parser_material_kong->frag_wposition = true;
return "input.wposition";
}
else if (socket == node->outputs->buffer[1]) { // Normal
parser_material_kong->frag_n = true;
return "n";
}
else if (socket == node->outputs->buffer[2]) { // Tangent
parser_material_kong->frag_wtangent = true;
return "input.wtangent";
}
else if (socket == node->outputs->buffer[3]) { // True Normal
parser_material_kong->frag_n = true;
return "n";
}
else if (socket == node->outputs->buffer[4]) { // Incoming
parser_material_kong->frag_vvec = true;
return "vvec";
}
else { // Parametric
parser_material_kong->frag_mposition = true;
return "input.mposition";
}
}
char *geometry_node_value(ui_node_t *node, ui_node_socket_t *socket) {
if (socket == node->outputs->buffer[6]) { // Backfacing
return "0.0"; // SV_IsFrontFace
// return "(1.0 - float(gl_FrontFacing))";
}
else if (socket == node->outputs->buffer[7]) { // Pointiness
f32 strength = 1.0;
f32 radius = 1.0;
f32 offset = 0.0;
char *store = parser_material_store_var_name(node);
parser_material_kong->frag_n = true;
parser_material_write(parser_material_kong, string("var %s_dx: float3 = ddx3(n);", store));
parser_material_write(parser_material_kong, string("var %s_dy: float3 = ddy3(n);", store));
parser_material_write(parser_material_kong,
string("var %s_curvature: float = max(dot(%s_dx, %s_dx), dot(%s_dy, %s_dy));", store, store, store, store, store));
parser_material_write(parser_material_kong, string("%s_curvature = clamp(pow(%s_curvature, (1.0 / %s) * 0.25) * %s * 2.0 + %s / 10.0, 0.0, 1.0);",
store, store, f32_to_string(radius), f32_to_string(strength), f32_to_string(offset)));
return string("%s_curvature", store);
}
else { // Random Per Island
return "0.0";
}
}