material output node

material output node added

colors denoting node sockets added. this will probably be changed.
This commit is contained in:
marauder2k7 2024-03-06 19:57:18 +00:00
parent c9d70de609
commit 2dc623df7e
6 changed files with 117 additions and 28 deletions

View file

@ -22,6 +22,7 @@
#include "platform/platform.h"
#include "gui/shaderEditor/guiShaderEditor.h"
#include "gui/shaderEditor/nodes/materialOutputNode.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
@ -61,7 +62,7 @@ GuiShaderEditor::GuiShaderEditor()
mTempConnection = NULL;
mNodeSize = 10;
// test
addNode(new GuiShaderNode());
addNode(new MaterialOutputNode());
addNode(new GuiShaderNode());
}
@ -180,15 +181,12 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{
Point2I pos = node->localToGlobalCoord(input->pos) + offset;
ColorI border = mProfile->mBorderColor;
if (node->mSelected)
border = mProfile->mBorderColorSEL;
ColorI border = input->col;
ColorI fill = mProfile->mFillColor;
if (hasConnection(input))
{
fill = ColorI::WHITE;
fill = input->col;
}
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
@ -199,18 +197,12 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
{
Point2I pos = node->localToGlobalCoord(output->pos) + offset;
ColorI border = mProfile->mBorderColor;
if (node->mSelected)
border = mProfile->mBorderColorSEL;
if(node->mSelected)
border = mProfile->mBorderColorSEL;
ColorI border = output->col;
ColorI fill = mProfile->mFillColor;
if (hasConnection(output))
{
fill = ColorI::WHITE;
fill = output->col;
}
RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));

View file

@ -34,7 +34,7 @@
#endif
#ifndef _SHADERNODE_H_
#include "gui/shaderEditor/nodes/shaderNode.h"
#include "gui/shaderEditor/guiShaderNode.h"
#endif // !_SHADERNODE_H_
struct NodeConnection

View file

@ -21,7 +21,7 @@
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/shaderEditor/nodes/shaderNode.h"
#include "gui/shaderEditor/guiShaderNode.h"
#include "gui/core/guiCanvas.h"
@ -48,18 +48,8 @@ GuiShaderNode::GuiShaderNode()
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);
setExtent(180, 35);
mPrevNodeSize = -1;
}

View file

@ -63,12 +63,37 @@ struct NodeSocket
{
String name;
DataDimensions dimensions;
ColorI col = ColorI::WHITE;
NodeSocket()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
{}
NodeSocket(String inName, DataDimensions inDim)
:name(inName), dimensions(inDim)
{}
{
switch (inDim)
{
case DataDimensions::Dynamic:
col = ColorI(200, 200, 200, 200);
break;
case DataDimensions::Scalar:
col = ColorI(210, 105, 30, 200);
break;
case DataDimensions::Vector2:
col = ColorI(152, 251,152, 200);
break;
case DataDimensions::Vector3:
col = ColorI(127, 255, 212, 200);
break;
case DataDimensions::Vector4:
col = ColorI(100, 149, 237, 200);
break;
case DataDimensions::Mat4x4:
col = ColorI(153, 50, 204, 200);
break;
default:
break;
}
}
public:
virtual ~NodeSocket() {}

View file

@ -0,0 +1,47 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/shaderEditor/nodes/materialOutputNode.h"
IMPLEMENT_CONOBJECT(MaterialOutputNode);
ConsoleDocClass(MaterialOutputNode,
"@brief Deferred Material output.\n\n"
"Editor use only.\n\n"
"@internal"
);
MaterialOutputNode::MaterialOutputNode()
: GuiShaderNode()
{
mNodeType = NodeTypes::Output;
mInputNodes.push_back(new NodeInput("Albedo", DataDimensions::Vector3));
mInputNodes.push_back(new NodeInput("Normal", DataDimensions::Vector3));
mInputNodes.push_back(new NodeInput("Ambient Occlusion", DataDimensions::Scalar));
mInputNodes.push_back(new NodeInput("Metallic", DataDimensions::Scalar));
mInputNodes.push_back(new NodeInput("Roughness", DataDimensions::Scalar));
mInputNodes.push_back(new NodeInput("Emissive Color", DataDimensions::Vector3));
mInputNodes.push_back(new NodeInput("Opacity", DataDimensions::Scalar));
mTitle = "Standard BRDF";
}

View file

@ -0,0 +1,35 @@
//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "gui/shaderEditor/guiShaderNode.h"
class MaterialOutputNode : public GuiShaderNode
{
typedef GuiShaderNode Parent;
public:
MaterialOutputNode();
// is the parent that all other nodes are derived from.
DECLARE_CONOBJECT(MaterialOutputNode);
DECLARE_CATEGORY("Shader Output");
DECLARE_DESCRIPTION("Deferred Material output.");
};