Files
armorpaint/paint/sources/nodes_brush/vector_node.c
T
2026-08-21 22:40:25 +02:00

128 lines
7.0 KiB
C

#include "../global.h"
typedef struct vector_node {
struct logic_node *base;
vec4_t value;
struct gpu_texture *image;
} vector_node_t;
logic_node_value_t *vector_node_get(vector_node_t *self, i32 from) {
f32 x = logic_node_input_get(self->base->inputs->buffer[0])->_f32;
f32 y = logic_node_input_get(self->base->inputs->buffer[1])->_f32;
f32 z = logic_node_input_get(self->base->inputs->buffer[2])->_f32;
self->value.x = x;
self->value.y = y;
self->value.z = z;
logic_node_value_t *v = TMP_ALLOC_INIT(logic_node_value_t, {._vec4 = self->value});
return v;
}
gpu_texture_t *vector_node_get_as_image(vector_node_t *self, i32 from) {
// let x: f32 = logic_node_input_get(self.base.inputs[0]);
// let y: f32 = logic_node_input_get(self.base.inputs[1]);
// let z: f32 = logic_node_input_get(self.base.inputs[2]);
if (self->image != NULL) {
gpu_delete_texture(self->image);
}
buffer_t *b = buffer_create(16);
float_node_t *n0 = self->base->inputs->buffer[0]->node;
float_node_t *n1 = self->base->inputs->buffer[1]->node;
float_node_t *n2 = self->base->inputs->buffer[2]->node;
buffer_set_f32(b, 0, n0->value);
buffer_set_f32(b, 4, n1->value);
buffer_set_f32(b, 8, n2->value);
buffer_set_f32(b, 12, 1.0);
self->image = gpu_create_texture_from_bytes(b, 1, 1, GPU_TEXTURE_FORMAT_RGBA128);
array_free(b);
free(b);
return self->image;
}
void vector_node_set(vector_node_t *self, f32_array_t *value) {
logic_node_input_set(self->base->inputs->buffer[0], f32_array_create_x(value->buffer[0]));
logic_node_input_set(self->base->inputs->buffer[1], f32_array_create_x(value->buffer[1]));
logic_node_input_set(self->base->inputs->buffer[2], f32_array_create_x(value->buffer[2]));
}
void *vector_node_create(ui_node_t *raw, f32_array_t *args) {
vector_node_t *n = ALLOC_INIT(vector_node_t, {0});
n->base = logic_node_create(n);
n->base->get = vector_node_get;
n->base->get_as_image = vector_node_get_as_image;
n->base->set = vector_node_set;
n->value = (vec4_t){0.0, 0.0, 0.0, 1.0};
if (args != NULL) {
logic_node_add_input(n->base, float_node_create(NULL, f32_array_create_x(args->buffer[0])), 0);
logic_node_add_input(n->base, float_node_create(NULL, f32_array_create_x(args->buffer[1])), 0);
logic_node_add_input(n->base, float_node_create(NULL, f32_array_create_x(args->buffer[2])), 0);
}
return n;
}
void vector_node_init() {
ui_node_t *vector_node_def =
ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Vector"),
.type = "vector_node",
.x = 0,
.y = 0,
.color = 0xff4982a0,
.inputs = any_array_create_from_raw(
(void *[]){
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("X"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Y"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("Z"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
3),
.outputs = any_array_create_from_raw(
(void *[]){
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}),
},
1),
.buttons = any_array_create_from_raw((void *[]){}, 0),
.width = 0,
.flags = 0});
any_array_push(nodes_brush_category0, vector_node_def);
any_map_set(nodes_brush_creates, "vector_node", vector_node_create);
}