Files
armorpaint/paint/sources/material_nodes/magic_texture_node.c
T
2026-04-05 16:09:00 +02:00

172 lines
9.6 KiB
C

#include "../global.h"
char *str_tex_magic = "\
fun tex_magic(co: float3, distortion: float, depth: float): float3 { \
var p: float3 = co % float3(6.28318530718, 6.28318530718, 6.28318530718); \
var x: float = sin((p.x + p.y + p.z) * 5.0); \
var y: float = cos((-p.x + p.y - p.z) * 5.0); \
var z: float = -cos((-p.x - p.y + p.z) * 5.0); \
if (depth > 0.0) { \
x = x * distortion; \
y = y * distortion; \
z = z * distortion; \
y = -cos(x - y + z); \
y = y * distortion; \
if (depth > 1.0) { \
x = cos(x - y - z); \
x = x * distortion; \
if (depth > 2.0) { \
z = sin(-x - y - z); \
z = z * distortion; \
if (depth > 3.0) { \
x = -cos(-x + y - z); \
x = x * distortion; \
if (depth > 4.0) { \
y = -sin(-x + y + z); \
y = y * distortion; \
if (depth > 5.0) { \
y = -cos(-x + y + z); \
y = y * distortion; \
if (depth > 6.0) { \
x = cos(x + y + z); \
x = x * distortion; \
if (depth > 7.0) { \
z = sin(x + y - z); \
z = z * distortion; \
if (depth > 8.0) { \
x = -cos(-x - y + z); \
x = x * distortion; \
if (depth > 9.0) { \
y = -sin(x - y + z); \
y = y * distortion; \
} \
} \
} \
} \
} \
} \
} \
} \
} \
} \
if (abs(distortion) > 0.0) { \
var d2: float = distortion * 2.0; \
x = x / d2; \
y = y / d2; \
z = z / d2; \
} \
return float3(0.5 - x, 0.5 - y, 0.5 - z); \
} \
fun tex_magic_f(co: float3, distortion: float, depth: float): float { \
var c: float3 = tex_magic(co, distortion, depth); \
return (c.x + c.y + c.z) / 3.0; \
} \
";
char *magic_texture_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_magic);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
char *distortion = parser_material_parse_value_input(node->inputs->buffer[2], false);
i32 depth = (i32)node->outputs->buffer[0]->default_value->buffer[0];
return string("tex_magic(%s * %s, %s, %d.0)", co, scale, distortion, depth);
}
char *magic_texture_node_value(ui_node_t *node, ui_node_socket_t *socket) {
node_shader_add_function(parser_material_kong, str_tex_magic);
char *co = parser_material_get_coord(node);
char *scale = parser_material_parse_value_input(node->inputs->buffer[1], false);
char *distortion = parser_material_parse_value_input(node->inputs->buffer[2], false);
i32 depth = (i32)node->outputs->buffer[0]->default_value->buffer[0];
return string("tex_magic_f(%s * %s, %s, %d.0)", co, scale, distortion, depth);
}
void magic_texture_node_init() {
ui_node_t *magic_texture_node_def =
GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Magic Texture"),
.type = "TEX_MAGIC",
.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}),
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Distortion"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(1.0),
.min = 0.0,
.max = 10.0,
.precision = 100,
.display = 0}),
},
3),
.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 *[]){
GC_ALLOC_INIT(ui_node_button_t, {.name = _tr("Depth"),
.type = "VALUE",
.output = -1,
.default_value = f32_array_create_x(2),
.data = NULL,
.min = 0.0,
.max = 10.0,
.precision = 1,
.height = 0}),
},
1),
.width = 0,
.flags = 0});
any_array_push(nodes_material_texture, magic_texture_node_def);
any_map_set(parser_material_node_vectors, "TEX_MAGIC", magic_texture_node_vector);
any_map_set(parser_material_node_values, "TEX_MAGIC", magic_texture_node_value);
}