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

75 lines
4.7 KiB
C

#include "../global.h"
void camera_data_node_init() {
camera_data_node_def =
GC_ALLOC_INIT(ui_node_t, {.id = 0,
.name = _tr("Camera Data"),
.type = "CAMERA",
.x = 0,
.y = 0,
.color = 0xffb34f5a,
.inputs = any_array_create_from_raw((void *[]){}, 0),
.outputs = any_array_create_from_raw(
(void *[]){
GC_ALLOC_INIT(ui_node_socket_t, {.id = 0,
.node_id = 0,
.name = _tr("View 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("View Z Depth"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(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("View Distance"),
.type = "VALUE",
.color = 0xffa1a1a1,
.default_value = f32_array_create_x(0.0),
.min = 0.0,
.max = 1.0,
.precision = 100,
.display = 0}),
},
3),
.buttons = any_array_create_from_raw((void *[]){}, 0),
.width = 0,
.flags = 0});
gc_root(camera_data_node_def);
any_array_push(nodes_material_input, camera_data_node_def);
any_map_set(parser_material_node_vectors, "CAMERA", camera_data_node_vector);
any_map_set(parser_material_node_values, "CAMERA", camera_data_node_value);
}
char *camera_data_node_vector(ui_node_t *node, ui_node_socket_t *socket) {
parser_material_kong->frag_vvec_cam = true;
return "vvec_cam";
}
char *camera_data_node_value(ui_node_t *node, ui_node_socket_t *socket) {
if (socket == node->outputs->buffer[1]) { // View Z Depth
node_shader_add_constant(parser_material_kong, "camera_proj: float2", "_camera_plane_proj");
parser_material_kong->frag_wvpposition = true;
return "(constants.camera_proj.y / ((input.wvpposition.z / input.wvpposition.w) - constants.camera_proj.x))";
}
else { // View Distance
node_shader_add_constant(parser_material_kong, "eye: float3", "_camera_pos");
parser_material_kong->frag_wposition = true;
return "distance(constants.eye, input.wposition)";
}
}