mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
material output node
material output node added colors denoting node sockets added. this will probably be changed.
This commit is contained in:
parent
c9d70de609
commit
2dc623df7e
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@ -22,6 +22,7 @@
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#include "platform/platform.h"
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#include "gui/shaderEditor/guiShaderEditor.h"
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#include "gui/shaderEditor/nodes/materialOutputNode.h"
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#include "core/frameAllocator.h"
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#include "core/stream/fileStream.h"
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@ -61,7 +62,7 @@ GuiShaderEditor::GuiShaderEditor()
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mTempConnection = NULL;
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mNodeSize = 10;
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// test
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addNode(new GuiShaderNode());
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addNode(new MaterialOutputNode());
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addNode(new GuiShaderNode());
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}
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@ -180,15 +181,12 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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{
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Point2I pos = node->localToGlobalCoord(input->pos) + offset;
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ColorI border = mProfile->mBorderColor;
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if (node->mSelected)
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border = mProfile->mBorderColorSEL;
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ColorI border = input->col;
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ColorI fill = mProfile->mFillColor;
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if (hasConnection(input))
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{
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fill = ColorI::WHITE;
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fill = input->col;
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}
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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@ -199,18 +197,12 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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{
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Point2I pos = node->localToGlobalCoord(output->pos) + offset;
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ColorI border = mProfile->mBorderColor;
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if (node->mSelected)
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border = mProfile->mBorderColorSEL;
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if(node->mSelected)
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border = mProfile->mBorderColorSEL;
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ColorI border = output->col;
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ColorI fill = mProfile->mFillColor;
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if (hasConnection(output))
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{
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fill = ColorI::WHITE;
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fill = output->col;
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}
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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@ -34,7 +34,7 @@
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#endif
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#ifndef _SHADERNODE_H_
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#include "gui/shaderEditor/nodes/shaderNode.h"
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#include "gui/shaderEditor/guiShaderNode.h"
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#endif // !_SHADERNODE_H_
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struct NodeConnection
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@ -21,7 +21,7 @@
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/shaderEditor/nodes/shaderNode.h"
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#include "gui/shaderEditor/guiShaderNode.h"
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#include "gui/core/guiCanvas.h"
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@ -48,18 +48,8 @@ GuiShaderNode::GuiShaderNode()
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if (Sim::findObject("GuiShaderEditorProfile", profile))
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setControlProfile(profile);
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mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
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mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
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mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
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mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
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mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
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mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
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mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
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mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
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// fixed extent for all nodes, only height should be changed
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setExtent(210, 35);
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setExtent(180, 35);
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mPrevNodeSize = -1;
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}
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@ -63,12 +63,37 @@ struct NodeSocket
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{
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String name;
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DataDimensions dimensions;
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ColorI col = ColorI::WHITE;
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NodeSocket()
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:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
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{}
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NodeSocket(String inName, DataDimensions inDim)
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:name(inName), dimensions(inDim)
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{}
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{
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switch (inDim)
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{
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case DataDimensions::Dynamic:
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col = ColorI(200, 200, 200, 200);
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break;
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case DataDimensions::Scalar:
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col = ColorI(210, 105, 30, 200);
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break;
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case DataDimensions::Vector2:
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col = ColorI(152, 251,152, 200);
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break;
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case DataDimensions::Vector3:
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col = ColorI(127, 255, 212, 200);
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break;
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case DataDimensions::Vector4:
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col = ColorI(100, 149, 237, 200);
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break;
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case DataDimensions::Mat4x4:
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col = ColorI(153, 50, 204, 200);
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break;
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default:
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break;
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}
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}
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public:
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virtual ~NodeSocket() {}
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47
Engine/source/gui/shaderEditor/nodes/materialOutputNode.cpp
Normal file
47
Engine/source/gui/shaderEditor/nodes/materialOutputNode.cpp
Normal file
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@ -0,0 +1,47 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "gui/shaderEditor/nodes/materialOutputNode.h"
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IMPLEMENT_CONOBJECT(MaterialOutputNode);
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ConsoleDocClass(MaterialOutputNode,
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"@brief Deferred Material output.\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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MaterialOutputNode::MaterialOutputNode()
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: GuiShaderNode()
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{
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mNodeType = NodeTypes::Output;
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mInputNodes.push_back(new NodeInput("Albedo", DataDimensions::Vector3));
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mInputNodes.push_back(new NodeInput("Normal", DataDimensions::Vector3));
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mInputNodes.push_back(new NodeInput("Ambient Occlusion", DataDimensions::Scalar));
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mInputNodes.push_back(new NodeInput("Metallic", DataDimensions::Scalar));
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mInputNodes.push_back(new NodeInput("Roughness", DataDimensions::Scalar));
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mInputNodes.push_back(new NodeInput("Emissive Color", DataDimensions::Vector3));
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mInputNodes.push_back(new NodeInput("Opacity", DataDimensions::Scalar));
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mTitle = "Standard BRDF";
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}
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35
Engine/source/gui/shaderEditor/nodes/materialOutputNode.h
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35
Engine/source/gui/shaderEditor/nodes/materialOutputNode.h
Normal file
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@ -0,0 +1,35 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gui/shaderEditor/guiShaderNode.h"
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class MaterialOutputNode : public GuiShaderNode
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{
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typedef GuiShaderNode Parent;
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public:
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MaterialOutputNode();
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// is the parent that all other nodes are derived from.
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DECLARE_CONOBJECT(MaterialOutputNode);
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DECLARE_CATEGORY("Shader Output");
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DECLARE_DESCRIPTION("Deferred Material output.");
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};
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