Files
armorpaint/paint/sources/material_nodes/wave_texture_node.c
T
2026-03-31 18:47:10 +02:00

84 lines
5.7 KiB
C

#include "../global.h"
void wave_texture_node_init() {
wave_texture_node_def =
GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Wave Texture"),
.type = "TEX_WAVE",
.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}),
},
2),
.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(wave_texture_node_def);
any_array_push(nodes_material_texture, wave_texture_node_def);
any_map_set(parser_material_node_vectors, "TEX_WAVE", wave_texture_node_vector);
any_map_set(parser_material_node_values, "TEX_WAVE", wave_texture_node_value);
}
char *wave_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_wave);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
return parser_material_to_vec3(string("tex_wave_f(%s * %s)", co, scale));
}
char *wave_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_wave);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
return string("tex_wave_f(%s * %s)", co, scale);
}