brick_texture_node.ts 4.1 KB

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  1. function brick_texture_node_init() {
  2. array_push(nodes_material_texture, brick_texture_node_def);
  3. map_set(parser_material_node_vectors, "TEX_BRICK", brick_texture_node_vector);
  4. map_set(parser_material_node_values, "TEX_BRICK", brick_texture_node_value);
  5. }
  6. let str_tex_brick: string = "\
  7. fun tex_brick_noise(n: int): float { \
  8. var nn: int; \
  9. n = (n >> 13) ^ n; \
  10. /*nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;*/ \
  11. nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 2147483647; \
  12. return 0.5 * float(nn) / 1073741824.0; \
  13. } \
  14. fun tex_brick(p: float3, c1: float3, c2: float3, c3: float3): float3 { \
  15. var brick_size: float3 = float3(0.9, 0.49, 0.49); \
  16. var mortar_size: float3 = float3(0.05, 0.1, 0.1); \
  17. p /= brick_size / 2.0; \
  18. if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \
  19. var col: float = floor(p.x / (brick_size.x + (mortar_size.x * 2.0))); \
  20. var row: float = p.y; \
  21. p = frac3(p); \
  22. var b: float3 = step3(p, 1.0 - mortar_size); \
  23. /*var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 0xffff)), 0.0), 1.0);*/ \
  24. var tint: float = min(max(tex_brick_noise((int(col) << 16) + (int(row) & 65535)), 0.0), 1.0); \
  25. return lerp3(c3, lerp3(c1, c2, tint), b.x * b.y * b.z); \
  26. } \
  27. fun tex_brick_f(p: float3): float { \
  28. p /= float3(0.9, 0.49, 0.49) / 2.0; \
  29. if (frac(p.y * 0.5) > 0.5) { p.x += 0.5; } \
  30. p = frac3(p); \
  31. var b: float3 = step3(p, float3(0.95, 0.9, 0.9)); \
  32. return lerp(1.0, 0.0, b.x * b.y * b.z); \
  33. } \
  34. ";
  35. function brick_texture_node_vector(node: ui_node_t, socket: ui_node_socket_t): string {
  36. node_shader_add_function(parser_material_kong, str_tex_brick);
  37. let co: string = parser_material_get_coord(node);
  38. let col1: string = parser_material_parse_vector_input(node.inputs[1]);
  39. let col2: string = parser_material_parse_vector_input(node.inputs[2]);
  40. let col3: string = parser_material_parse_vector_input(node.inputs[3]);
  41. let scale: string = parser_material_parse_value_input(node.inputs[4]);
  42. let res: string = "tex_brick(" + co + " * " + scale + ", " + col1 + ", " + col2 + ", " + col3 + ")";
  43. return res;
  44. }
  45. function brick_texture_node_value(node: ui_node_t, socket: ui_node_socket_t): string {
  46. node_shader_add_function(parser_material_kong, str_tex_brick);
  47. let co: string = parser_material_get_coord(node);
  48. let scale: string = parser_material_parse_value_input(node.inputs[4]);
  49. let res: string = "tex_brick_f(" + co + " * " + scale + ")";
  50. return res;
  51. }
  52. let brick_texture_node_def: ui_node_t = {
  53. id : 0,
  54. name : _tr("Brick Texture"),
  55. type : "TEX_BRICK",
  56. x : 0,
  57. y : 0,
  58. color : 0xff4982a0,
  59. inputs : [
  60. {
  61. id : 0,
  62. node_id : 0,
  63. name : _tr("Vector"),
  64. type : "VECTOR",
  65. color : 0xff6363c7,
  66. default_value : f32_array_create_xyz(0.0, 0.0, 0.0),
  67. min : 0.0,
  68. max : 1.0,
  69. precision : 100,
  70. display : 0
  71. },
  72. {
  73. id : 0,
  74. node_id : 0,
  75. name : _tr("Color 1"),
  76. type : "RGBA",
  77. color : 0xffc7c729,
  78. default_value : f32_array_create_xyz(0.8, 0.8, 0.8),
  79. min : 0.0,
  80. max : 1.0,
  81. precision : 100,
  82. display : 0
  83. },
  84. {
  85. id : 0,
  86. node_id : 0,
  87. name : _tr("Color 2"),
  88. type : "RGBA",
  89. color : 0xffc7c729,
  90. default_value : f32_array_create_xyz(0.2, 0.2, 0.2),
  91. min : 0.0,
  92. max : 1.0,
  93. precision : 100,
  94. display : 0
  95. },
  96. {
  97. id : 0,
  98. node_id : 0,
  99. name : _tr("Mortar"),
  100. type : "RGBA",
  101. color : 0xffc7c729,
  102. default_value : f32_array_create_xyz(0.0, 0.0, 0.0),
  103. min : 0.0,
  104. max : 1.0,
  105. precision : 100,
  106. display : 0
  107. },
  108. {
  109. id : 0,
  110. node_id : 0,
  111. name : _tr("Scale"),
  112. type : "VALUE",
  113. color : 0xffa1a1a1,
  114. default_value : f32_array_create_x(5.0),
  115. min : 0.0,
  116. max : 10.0,
  117. precision : 100,
  118. display : 0
  119. }
  120. ],
  121. outputs : [
  122. {
  123. id : 0,
  124. node_id : 0,
  125. name : _tr("Color"),
  126. type : "RGBA",
  127. color : 0xffc7c729,
  128. default_value : f32_array_create_xyzw(0.8, 0.8, 0.8, 1.0),
  129. min : 0.0,
  130. max : 1.0,
  131. precision : 100,
  132. display : 0
  133. },
  134. {
  135. id : 0,
  136. node_id : 0,
  137. name : _tr("Factor"),
  138. type : "VALUE",
  139. color : 0xffa1a1a1,
  140. default_value : f32_array_create_x(1.0),
  141. min : 0.0,
  142. max : 1.0,
  143. precision : 100,
  144. display : 0
  145. }
  146. ],
  147. buttons : [],
  148. width : 0,
  149. flags : 0
  150. };