mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 06:45:36 +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
6 changed files with 117 additions and 28 deletions
47
Engine/source/gui/shaderEditor/nodes/materialOutputNode.cpp
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47
Engine/source/gui/shaderEditor/nodes/materialOutputNode.cpp
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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
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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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@ -1,213 +0,0 @@
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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/shaderNode.h"
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#include "gui/core/guiCanvas.h"
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IMPLEMENT_CONOBJECT(GuiShaderNode);
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ConsoleDocClass(GuiShaderNode,
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"@brief Base class for all nodes to derive from.\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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GuiShaderNode::GuiShaderNode()
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{
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VECTOR_SET_ASSOCIATION(mInputNodes);
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VECTOR_SET_ASSOCIATION(mOutputNodes);
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mTitle = "Default Node";
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mSelected = false;
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mNodeType = NodeTypes::Default;
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GuiControlProfile* profile = NULL;
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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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mPrevNodeSize = -1;
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}
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bool GuiShaderNode::onWake()
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{
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if (!Parent::onWake())
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return false;
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return true;
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}
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void GuiShaderNode::onSleep()
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{
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Parent::onSleep();
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}
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void GuiShaderNode::initPersistFields()
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{
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docsURL;
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Parent::initPersistFields();
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}
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bool GuiShaderNode::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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return true;
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}
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void GuiShaderNode::onRemove()
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{
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Parent::onRemove();
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}
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void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S32 nodeSize)
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{
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if (!mProfile)
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return Parent::onRender(offset, updateRect);
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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// draw background.
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// Get our rect.
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RectI winRect;
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winRect.point = offset;
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winRect.extent = getExtent();
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ColorI border = mProfile->mBorderColor;
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if (mSelected)
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border = mProfile->mBorderColorSEL;
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drawer->drawRoundedRect(15.0f, winRect, mProfile->mFillColor, 3.0f, border);
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// draw header
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ColorI header(50, 50, 50, 128);
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switch (mNodeType)
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{
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case NodeTypes::Default:
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header = ColorI(128, 50, 128, 128);
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break;
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case NodeTypes::Uniform:
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header = ColorI(50, 100, 128, 128);
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break;
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case NodeTypes::Input:
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header = ColorI(128, 100, 50, 128);
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break;
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case NodeTypes::Output:
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header = ColorI(50, 100, 50, 128);
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break;
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case NodeTypes::TextureSampler:
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header = ColorI(50, 50, 128, 128);
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break;
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case NodeTypes::MathOperation:
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header = ColorI(128, 0, 128, 128);
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break;
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case NodeTypes::Procedural:
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header = ColorI(128, 100, 0, 128);
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break;
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case NodeTypes::Generator:
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header = ColorI(0, 100, 128, 128);
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break;
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default:
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header = ColorI(128, 0, 0, 128);
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break;
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}
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RectI headRect;
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U32 headerSize = 30;
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headRect.point = offset;
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headRect.extent = Point2I(getExtent().x, headerSize);
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drawer->drawRoundedRect(15.0f, headRect, header);
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// draw header text.
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U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
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Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (headerSize / 2) - (mProfile->mFont->getFontSize() / 2));
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drawer->setBitmapModulation(mProfile->mFontColor);
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drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
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drawer->clearBitmapModulation();
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if (mInputNodes.size() > 0 || mOutputNodes.size() > 0)
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{
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U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2);
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Point2I slotPos(textPadX, headerSize + (nodeSize / 2));
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drawer->setBitmapModulation(mProfile->mFontColor);
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for (NodeInput* input : mInputNodes)
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{
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drawer->drawText(mProfile->mFont, slotPos + offset, input->name);
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if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
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input->pos = Point2I(-(nodeSize / 2) + 1, slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
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slotPos.y += textPadY;
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}
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U32 inputY = slotPos.y;
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slotPos = Point2I(getExtent().x, headerSize + (nodeSize / 2));
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for (NodeOutput* output : mOutputNodes)
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{
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strWidth = mProfile->mFont->getStrWidth(output->name.c_str());
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slotPos.x = getExtent().x - strWidth - textPadX;
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drawer->drawText(mProfile->mFont, slotPos + offset, output->name);
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if (output->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
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output->pos = Point2I(getExtent().x - (nodeSize / 2) - 1 , slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
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slotPos.y += textPadY;
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}
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drawer->clearBitmapModulation();
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U32 outputY = slotPos.y;
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if (getExtent().y < slotPos.y || mPrevNodeSize != nodeSize)
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setExtent(Point2I(getExtent().x, mMax(inputY, outputY)));
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mPrevNodeSize = nodeSize;
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}
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}
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void GuiShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
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{
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}
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void GuiShaderNode::read(Stream& stream)
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{
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}
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@ -1,134 +0,0 @@
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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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#ifndef _SHADERNODE_H_
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#define _SHADERNODE_H_
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#ifndef _GUICONTROL_H_
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#include "gui/core/guiControl.h"
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#endif
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#ifndef _SIMBASE_H_
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#include "console/simBase.h"
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#endif
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#ifndef _GFX_GFXDRAWER_H_
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#include "gfx/gfxDrawUtil.h"
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#endif
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enum class NodeTypes
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{
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Default,
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Uniform,
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Input,
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Output,
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TextureSampler,
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MathOperation,
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Procedural,
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Generator
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};
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enum class DataDimensions
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{
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Dynamic, // can be any dimension, usually defined by what was connected to it.
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Scalar,
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Vector2,
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Vector3,
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Vector4,
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Mat4x4,
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};
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// parent class for sockets detection in shaderEditor.
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struct NodeSocket
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{
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String name;
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DataDimensions dimensions;
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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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public:
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virtual ~NodeSocket() {}
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};
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struct NodeInput : NodeSocket
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{
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Point2I pos = Point2I::Zero;
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NodeInput()
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:NodeSocket()
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{}
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NodeInput(String inName , DataDimensions inDim)
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:NodeSocket(inName , inDim)
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{}
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};
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struct NodeOutput : NodeSocket
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{
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Point2I pos = Point2I::Zero;
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NodeOutput()
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:NodeSocket()
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{}
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NodeOutput(String inName, DataDimensions inDim)
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:NodeSocket(inName, inDim)
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{}
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};
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class GuiShaderNode : public GuiControl
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{
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private:
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typedef GuiControl Parent;
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protected:
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String mTitle;
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NodeTypes mNodeType;
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S32 mPrevNodeSize;
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public:
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Vector<NodeInput*> mInputNodes;
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Vector<NodeOutput*> mOutputNodes;
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GuiShaderNode();
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bool onWake();
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void onSleep();
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static void initPersistFields();
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virtual bool onAdd() override;
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virtual void onRemove() override;
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void renderNode(Point2I offset, const RectI& updateRect, const S32 nodeSize);
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// Serialization functions
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void write(Stream& stream, U32 tabStop = 0, U32 flags = 0);
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void read(Stream& stream);
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// is the parent that all other nodes are derived from.
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DECLARE_CONOBJECT(GuiShaderNode);
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DECLARE_CATEGORY("Shader Core");
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DECLARE_DESCRIPTION("Base class for all shader nodes.");
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bool mSelected;
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};
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#endif // !_SHADERNODE_H_
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