more options for nodes

render nodes with GuiShaderEditor border colors
node size now changable.
This commit is contained in:
marauder2k7 2024-03-05 13:15:33 +00:00
parent b2095db575
commit 155dfe0c69
4 changed files with 196 additions and 65 deletions

View file

@ -30,6 +30,7 @@
#include "gui/core/guiCanvas.h"
#include "console/engineAPI.h"
#include "console/script.h"
#include "console/typeValidators.h"
IMPLEMENT_CONOBJECT(GuiShaderEditor);
@ -55,10 +56,10 @@ GuiShaderEditor::GuiShaderEditor()
mMouseDownMode = GuiShaderEditor::Selecting;
mTrash = NULL;
mNodeSize = 10;
// test
mCurrNodes.push_back(new ShaderNode());
mCurrNodes.push_back(new ShaderNode());
mCurrNodes.push_back(new GuiShaderNode());
mCurrNodes.push_back(new GuiShaderNode());
}
bool GuiShaderEditor::onWake()
@ -74,12 +75,20 @@ void GuiShaderEditor::onSleep()
Parent::onSleep();
}
// anything smaller than 4 is way too small....
IRangeValidator nodeSizeRange(4, 30);
void GuiShaderEditor::initPersistFields()
{
docsURL;
addGroup("Node Settings");
addFieldV("nodeSize", TypeS32, Offset(mNodeSize, GuiShaderEditor),&nodeSizeRange,
"Size of nodes.");
endGroup("Node Settings");
addGroup("Selection");
addField("fullBoxSelection", TypeBool, Offset(mFullBoxSelection, GuiShaderEditor),
"If true, rectangle selection will only select controls fully inside the drag rectangle.");
addField("fullBoxSelection", TypeBool, Offset(mFullBoxSelection, GuiShaderEditor),
"If true, rectangle selection will only select controls fully inside the drag rectangle.");
endGroup("Selection");
Parent::initPersistFields();
}
@ -106,12 +115,12 @@ void GuiShaderEditor::onRemove()
mTrash = NULL;
for (ShaderNode* node : mCurrNodes)
for (GuiShaderNode* node : mCurrNodes)
{
SAFE_DELETE(node);
}
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
SAFE_DELETE(node);
}
@ -134,8 +143,12 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
RectI clipRect = updateRect;
clipRect.inset(2, 2);
for (ShaderNode* node : mCurrNodes)
GFXDrawUtil* drawer = GFX->getDrawUtil();
// render nodes in reverse order.
for (ShaderNodeVector::iterator i = mCurrNodes.end(); i-- != mCurrNodes.begin(); )
{
GuiShaderNode* node = *i;
// this is useful for sub node graphs.
if (node->isVisible())
{
@ -155,7 +168,39 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{
GFX->setClipRect(childClip);
GFX->setStateBlock(mDefaultGuiSB);
node->onRender(childPos, childClip);
node->onRender(childPos, childClip, mNodeSize);
}
GFX->setClipRect(clipRect);
GFX->setStateBlock(mDefaultGuiSB);
for (NodeInput* input : node->mInputNodes)
{
Point2I pos = node->localToGlobalCoord(input->pos) + offset;
ColorI border = mProfile->mBorderColor;
if (node->mSelected)
border = mProfile->mBorderColorSEL;
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawRect(socketRect, border);
socketRect.inset(1, 1);
drawer->drawRectFill(socketRect, mProfile->mFillColor);
}
for (NodeOutput* output : node->mOutputNodes)
{
Point2I pos = node->localToGlobalCoord(output->pos) + offset;
ColorI border = mProfile->mBorderColor;
if (node->mSelected)
border = mProfile->mBorderColorSEL;
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
drawer->drawRect(socketRect, border);
socketRect.inset(1, 1);
drawer->drawRectFill(socketRect, mProfile->mFillColor);
}
}
}
@ -227,7 +272,7 @@ void GuiShaderEditor::onMouseDown(const GuiEvent& event)
// get mouse pos with our view offset and scale.
mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
ShaderNode* hitNode = findHitNode(mLastMousePos);
GuiShaderNode* hitNode = findHitNode(mLastMousePos);
if (event.modifier & SI_SHIFT)
{
@ -311,10 +356,10 @@ void GuiShaderEditor::onMouseUp(const GuiEvent& event)
}
else
{
Vector< ShaderNode* > hits;
Vector< GuiShaderNode* > hits;
findNodesInRect(rect, hits);
for (ShaderNode* node : hits)
for (GuiShaderNode* node : hits)
{
addSelection(node);
}
@ -458,7 +503,7 @@ bool GuiShaderEditor::onMouseWheelDown(const GuiEvent& event)
RectI GuiShaderEditor::getSelectionBounds()
{
Vector<ShaderNode*>::const_iterator i = mSelectedNodes.begin();
Vector<GuiShaderNode*>::const_iterator i = mSelectedNodes.begin();
Point2I minPos = (*i)->localToGlobalCoord(Point2I(0, 0));
Point2I maxPos = minPos;
@ -487,11 +532,11 @@ RectI GuiShaderEditor::getSelectionBounds()
void GuiShaderEditor::deleteSelection()
{
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
mTrash->addObject(node);
Vector< ShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
if (i != mCurrNodes.end())
mCurrNodes.erase(i);
}
@ -501,7 +546,7 @@ void GuiShaderEditor::deleteSelection()
void GuiShaderEditor::moveSelection(const Point2I& delta, bool callback)
{
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
node->setPosition(node->getPosition() + delta);
}
@ -514,19 +559,20 @@ void GuiShaderEditor::clearSelection()
void GuiShaderEditor::cloneSelection()
{
Vector<ShaderNode*> newSelection;
Vector<GuiShaderNode*> newSelection;
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
ShaderNode* clone = dynamic_cast<ShaderNode*>(node->deepClone());
GuiShaderNode* clone = dynamic_cast<GuiShaderNode*>(node->deepClone());
if (clone)
newSelection.push_back(clone);
}
clearSelection();
for (ShaderNode* cloneNode : newSelection)
for (GuiShaderNode* cloneNode : newSelection)
{
mCurrNodes.push_back(cloneNode);
addSelection(cloneNode);
}
}
@ -536,7 +582,7 @@ void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
// turn hit off on already selected nodes.
canHitSelectedNodes(false);
ShaderNode* node = findHitNode(pos);
GuiShaderNode* node = findHitNode(pos);
// reset hit status.
canHitSelectedNodes();
@ -545,7 +591,7 @@ void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
addSelection(node);
}
void GuiShaderEditor::addSelection(ShaderNode* inNode)
void GuiShaderEditor::addSelection(GuiShaderNode* inNode)
{
if (inNode != NULL && !selectionContains(inNode))
{
@ -553,9 +599,9 @@ void GuiShaderEditor::addSelection(ShaderNode* inNode)
}
}
bool GuiShaderEditor::selectionContains(ShaderNode* inNode)
bool GuiShaderEditor::selectionContains(GuiShaderNode* inNode)
{
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
if (node == inNode)
return true;
@ -564,11 +610,11 @@ bool GuiShaderEditor::selectionContains(ShaderNode* inNode)
return false;
}
void GuiShaderEditor::removeSelection(ShaderNode* inNode)
void GuiShaderEditor::removeSelection(GuiShaderNode* inNode)
{
if (selectionContains(inNode))
{
Vector< ShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
Vector< GuiShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
if (i != mSelectedNodes.end())
mSelectedNodes.erase(i);
}
@ -576,7 +622,7 @@ void GuiShaderEditor::removeSelection(ShaderNode* inNode)
void GuiShaderEditor::canHitSelectedNodes(bool state)
{
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
node->setCanHit(state);
}
@ -584,12 +630,20 @@ void GuiShaderEditor::canHitSelectedNodes(bool state)
// Input handling
//-----------------------------------------------------------------------------
ShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
GuiShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
{
for (ShaderNode* node : mCurrNodes)
for (GuiShaderNode* node : mCurrNodes)
{
if (node->pointInControl(pt))
{
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
if (i != mCurrNodes.end())
{
mCurrNodes.erase(i);
mCurrNodes.insert(mCurrNodes.begin(), node);
}
return node;
}
}
@ -597,10 +651,10 @@ ShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
return nullptr;
}
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<ShaderNode*>& outResult)
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
{
canHitSelectedNodes(false);
for (ShaderNode* node : mCurrNodes)
for (GuiShaderNode* node : mCurrNodes)
{
if (node->getBounds().overlaps(rect))
{
@ -627,7 +681,7 @@ void GuiShaderEditor::startDragMove(const Point2I& startPoint)
mDragBeginPoints.reserve(mSelectedNodes.size());
for (ShaderNode* node : mSelectedNodes)
for (GuiShaderNode* node : mSelectedNodes)
{
mDragBeginPoints.push_back(node->getPosition());
}

View file

@ -48,7 +48,7 @@ public:
protected:
// list
typedef Vector<ShaderNode*> ShaderNodeVector;
typedef Vector<GuiShaderNode*> ShaderNodeVector;
// all nodes in this graph.
ShaderNodeVector mCurrNodes;
@ -68,13 +68,14 @@ protected:
bool mDragAddSelection;
bool mDragMoveUndo;
bool mFullBoxSelection;
S32 mNodeSize;
ShaderNodeVector mSelectedNodes;
void renderNodes(Point2I offset, const RectI& updateRect);
// functions for handling mouse events.
ShaderNode* findHitNode(const Point2I& pt);
void findNodesInRect(const RectI& rect, Vector<ShaderNode*>& outResult);
GuiShaderNode* findHitNode(const Point2I& pt);
void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);
void getDragRect(RectI& box);
void startDragMove(const Point2I& startPoint);
@ -115,9 +116,9 @@ public:
void clearSelection();
void cloneSelection();
void addSelectionAtPoint(const Point2I& pos);
void addSelection(ShaderNode* inNode);
bool selectionContains(ShaderNode* inNode);
void removeSelection(ShaderNode* inNode);
void addSelection(GuiShaderNode* inNode);
bool selectionContains(GuiShaderNode* inNode);
void removeSelection(GuiShaderNode* inNode);
void canHitSelectedNodes(bool state = true);
};

View file

@ -25,29 +25,46 @@
#include "gui/core/guiCanvas.h"
IMPLEMENT_CONOBJECT(ShaderNode);
IMPLEMENT_CONOBJECT(GuiShaderNode);
ConsoleDocClass(ShaderNode,
ConsoleDocClass(GuiShaderNode,
"@brief Base class for all nodes to derive from.\n\n"
"Editor use only.\n\n"
"@internal"
);
ShaderNode::ShaderNode()
GuiShaderNode::GuiShaderNode()
{
VECTOR_SET_ASSOCIATION(mInputNodes);
VECTOR_SET_ASSOCIATION(mOutputNodes);
mTitle = "Default Node";
mSelected = false;
mNodeType = NodeTypes::Uniform;
// fixed extent for all nodes, only height should be changed
setExtent(210, 100);
mNodeType = NodeTypes::Default;
GuiControlProfile* profile = NULL;
if (Sim::findObject("ToolsGuiDefaultProfile", profile))
if (Sim::findObject("GuiShaderEditorProfile", profile))
setControlProfile(profile);
mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
// fixed extent for all nodes, only height should be changed
setExtent(210, 35);
mPrevNodeSize = -1;
}
bool ShaderNode::onWake()
bool GuiShaderNode::onWake()
{
if (!Parent::onWake())
return false;
@ -55,18 +72,18 @@ bool ShaderNode::onWake()
return true;
}
void ShaderNode::onSleep()
void GuiShaderNode::onSleep()
{
Parent::onSleep();
}
void ShaderNode::initPersistFields()
void GuiShaderNode::initPersistFields()
{
docsURL;
Parent::initPersistFields();
}
bool ShaderNode::onAdd()
bool GuiShaderNode::onAdd()
{
if (!Parent::onAdd())
return false;
@ -74,12 +91,12 @@ bool ShaderNode::onAdd()
return true;
}
void ShaderNode::onRemove()
void GuiShaderNode::onRemove()
{
Parent::onRemove();
}
void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
void GuiShaderNode::onRender(Point2I offset, const RectI& updateRect, const S32 nodeSize)
{
if (!mProfile)
return Parent::onRender(offset, updateRect);
@ -94,10 +111,6 @@ void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
drawer->drawRectFill(winRect, mProfile->mFillColor);
// draw header
RectI headRect;
headRect.point = offset;
headRect.extent = Point2I(getExtent().x, 30);
ColorI header(50, 50, 50, 128);
switch (mNodeType)
@ -131,28 +144,72 @@ void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
break;
}
RectI headRect;
U32 headerSize = 30;
headRect.point = offset;
headRect.extent = Point2I(getExtent().x, headerSize);
drawer->drawRectFill(headRect, header);
// draw header text.
U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (30 / 2) - (mProfile->mFont->getFontSize() / 2));
Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (headerSize / 2) - (mProfile->mFont->getFontSize() / 2));
drawer->setBitmapModulation(mProfile->mFontColor);
drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
drawer->clearBitmapModulation();
ColorI border(128, 128, 128, 128);
ColorI border = mProfile->mBorderColor;
if (mSelected)
border = ColorI(128, 0, 128, 255);
border = mProfile->mBorderColorSEL;
drawer->drawRect(winRect, border);
if (mInputNodes.size() > 0 || mOutputNodes.size() > 0)
{
U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2);
Point2I slotPos(textPadX, headerSize + (nodeSize / 2));
drawer->setBitmapModulation(mProfile->mFontColor);
for (NodeInput* input : mInputNodes)
{
drawer->drawText(mProfile->mFont, slotPos + offset, input->name);
if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
input->pos = Point2I(-(nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
slotPos.y += textPadY;
}
U32 inputY = slotPos.y;
slotPos = Point2I(getExtent().x, headerSize + (nodeSize / 2));
for (NodeOutput* output : mOutputNodes)
{
strWidth = mProfile->mFont->getStrWidth(output->name.c_str());
slotPos.x = getExtent().x - strWidth - textPadX;
drawer->drawText(mProfile->mFont, slotPos + offset, output->name);
if (output->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
output->pos = Point2I(getExtent().x - (nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
slotPos.y += textPadY;
}
drawer->clearBitmapModulation();
U32 outputY = slotPos.y;
if (getExtent().y < slotPos.y || mPrevNodeSize != nodeSize)
setExtent(Point2I(getExtent().x, mMax(inputY, outputY)));
mPrevNodeSize = nodeSize;
}
}
void ShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
void GuiShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
{
}
void ShaderNode::read(Stream& stream)
void GuiShaderNode::read(Stream& stream)
{
}

View file

@ -62,15 +62,31 @@ struct NodeInput
{
String name;
DataDimensions dimensions;
Point2I pos = Point2I::Zero;
NodeInput()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
{}
NodeInput(String inName , DataDimensions inDim)
:name(inName), dimensions(inDim)
{}
};
struct NodeOutput
{
String name;
DataDimensions dimensions;
Point2I pos = Point2I::Zero;
NodeOutput()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
{}
NodeOutput(String inName, DataDimensions inDim)
:name(inName), dimensions(inDim)
{}
};
class ShaderNode : public GuiControl
class GuiShaderNode : public GuiControl
{
private:
typedef GuiControl Parent;
@ -78,9 +94,12 @@ private:
protected:
String mTitle;
NodeTypes mNodeType;
S32 mPrevNodeSize;
public:
ShaderNode();
Vector<NodeInput*> mInputNodes;
Vector<NodeOutput*> mOutputNodes;
GuiShaderNode();
bool onWake();
void onSleep();
@ -88,14 +107,14 @@ public:
virtual bool onAdd() override;
virtual void onRemove() override;
virtual void onRender(Point2I offset, const RectI& updateRect) override;
void onRender(Point2I offset, const RectI& updateRect, const S32 nodeSize);
// Serialization functions
void write(Stream& stream, U32 tabStop = 0, U32 flags = 0);
void read(Stream& stream);
// is the parent that all other nodes are derived from.
DECLARE_CONOBJECT(ShaderNode);
DECLARE_CONOBJECT(GuiShaderNode);
DECLARE_CATEGORY("Shader Core");
DECLARE_DESCRIPTION("Base class for all shader nodes.");