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https://github.com/TorqueGameEngines/Torque3D.git
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shader editor ground work
Adds the ground work for shader editor Adds the base gui for the shader editor
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7 changed files with 370 additions and 1 deletions
40
Engine/source/gui/shaderEditor/guiShaderEditor.cpp
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40
Engine/source/gui/shaderEditor/guiShaderEditor.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/guiShaderEditor.h"
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#include "core/frameAllocator.h"
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#include "core/stream/fileStream.h"
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#include "core/stream/memStream.h"
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#include "console/consoleTypes.h"
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#include "gui/core/guiCanvas.h"
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#include "console/engineAPI.h"
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#include "console/script.h"
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IMPLEMENT_CONOBJECT(GuiShaderEditor);
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ConsoleDocClass(GuiShaderEditor,
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"@brief Implementation of a shader node editor.\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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96
Engine/source/gui/shaderEditor/guiShaderEditor.h
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Engine/source/gui/shaderEditor/guiShaderEditor.h
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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 _GUISHADEREDITOR_H_
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#define _GUISHADEREDITOR_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 _UNDO_H_
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#include "util/undo.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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#ifndef _SHADERNODE_H_
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#include "gui/shaderEditor/nodes/shaderNode.h"
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#endif // !_SHADERNODE_H_
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class GuiShaderEditor : public GuiControl
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{
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public:
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typedef GuiControl Parent;
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enum mouseModes { Selecting, MovingSelection, DragConnection, DragSelecting, DragClone };
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protected:
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// list
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typedef Vector<ShaderNode*> ShaderNodeVector;
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// all nodes in this graph.
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ShaderNodeVector mCurrNodes;
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// Undo
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SimGroup* mTrash;
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SimSet* mSelectedSet;
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// mouse interaction
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mouseModes mMouseDownMode;
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Point2I mLastMousePos;
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Point2I mLastDragPos;
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Point2I mSelectionAnchor;
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Point2I mDragBeginPoint;
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Vector<Point2I> mDragBeginPoints;
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bool mDragAddSelection;
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bool mDragMoveUndo;
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ShaderNodeVector mSelectedNodes;
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public:
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GuiShaderEditor();
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DECLARE_CONOBJECT(GuiShaderEditor);
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DECLARE_CATEGORY("Shader Editor");
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DECLARE_DESCRIPTION("Implements a shader node based editor.");
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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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virtual void onPreRender() override;
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virtual void onRender(Point2I offset, const RectI& updateRect) override;
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// interaction
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virtual bool onKeyDown(const GuiEvent& event) override;
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virtual void onMouseDown(const GuiEvent& event) override;
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virtual void onMouseUp(const GuiEvent& event) override;
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virtual void onMouseMove(const GuiEvent& event) override;
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virtual void onMiddleMouseDown(const GuiEvent& event) override;
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virtual bool onMouseWheelUp(const GuiEvent& event) override;
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virtual bool onMouseWheelDown(const GuiEvent& event) override;
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};
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#endif _GUISHADEREDITOR_H_
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27
Engine/source/gui/shaderEditor/nodes/shaderNode.cpp
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Engine/source/gui/shaderEditor/nodes/shaderNode.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/shaderNode.h"
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84
Engine/source/gui/shaderEditor/nodes/shaderNode.h
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84
Engine/source/gui/shaderEditor/nodes/shaderNode.h
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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 _SIMBASE_H_
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#include "console/simBase.h"
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#endif
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enum class NodeTypes
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{
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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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};
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enum class DataDimensions
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{
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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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struct NodeInput
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{
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String name;
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DataDimensions dimensions;
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};
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struct NodeOutput
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{
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String name;
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DataDimensions dimensions;
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};
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class ShaderNode : public GuiControl
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{
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private:
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typedef GuiControl Parent;
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public:
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ShaderNode();
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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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// 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(ShaderNode);
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DECLARE_CATEGORY("Shader Core");
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DECLARE_DESCRIPTION("Base class for all shader nodes.");
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};
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#endif // !_SHADERNODE_H_
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