43 lines
2.4 KiB
C
43 lines
2.4 KiB
C
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#include "../global.h"
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char *camera_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
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char *tex_name = string("texcamera_%s", parser_material_node_name(node, NULL));
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node_shader_add_texture(parser_material_kong, tex_name, "_camera_texture");
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char *store = parser_material_store_var_name(node);
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parser_material_write(parser_material_kong, string("var %s_res: float3 = sample(%s, sampler_linear, tex_coord).rgb;", store, tex_name));
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return string("%s_res", store);
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}
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void camera_texture_node_init() {
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ui_node_t *camera_texture_node_def =
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GC_ALLOC_INIT(ui_node_t, {.id = 0,
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.name = _tr("Camera Texture"),
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.type = "TEX_CAMERA", // extension
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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((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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},
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1),
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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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any_array_push(nodes_material_texture, camera_texture_node_def);
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any_map_set(parser_material_node_vectors, "TEX_CAMERA", camera_texture_node_vector);
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}
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