shader editor ground work

Adds the ground work for shader editor
Adds the base gui for the shader editor
This commit is contained in:
marauder2k7 2024-03-02 20:09:45 +00:00
parent d8636f754b
commit 457cdd00bb
7 changed files with 370 additions and 1 deletions

View file

@ -0,0 +1,40 @@
//-----------------------------------------------------------------------------
// 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/guiShaderEditor.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
#include "core/stream/memStream.h"
#include "console/consoleTypes.h"
#include "gui/core/guiCanvas.h"
#include "console/engineAPI.h"
#include "console/script.h"
IMPLEMENT_CONOBJECT(GuiShaderEditor);
ConsoleDocClass(GuiShaderEditor,
"@brief Implementation of a shader node editor.\n\n"
"Editor use only.\n\n"
"@internal"
);

View file

@ -0,0 +1,96 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _GUISHADEREDITOR_H_
#define _GUISHADEREDITOR_H_
#ifndef _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif
#ifndef _UNDO_H_
#include "util/undo.h"
#endif
#ifndef _GFX_GFXDRAWER_H_
#include "gfx/gfxDrawUtil.h"
#endif
#ifndef _SHADERNODE_H_
#include "gui/shaderEditor/nodes/shaderNode.h"
#endif // !_SHADERNODE_H_
class GuiShaderEditor : public GuiControl
{
public:
typedef GuiControl Parent;
enum mouseModes { Selecting, MovingSelection, DragConnection, DragSelecting, DragClone };
protected:
// list
typedef Vector<ShaderNode*> ShaderNodeVector;
// all nodes in this graph.
ShaderNodeVector mCurrNodes;
// Undo
SimGroup* mTrash;
SimSet* mSelectedSet;
// mouse interaction
mouseModes mMouseDownMode;
Point2I mLastMousePos;
Point2I mLastDragPos;
Point2I mSelectionAnchor;
Point2I mDragBeginPoint;
Vector<Point2I> mDragBeginPoints;
bool mDragAddSelection;
bool mDragMoveUndo;
ShaderNodeVector mSelectedNodes;
public:
GuiShaderEditor();
DECLARE_CONOBJECT(GuiShaderEditor);
DECLARE_CATEGORY("Shader Editor");
DECLARE_DESCRIPTION("Implements a shader node based editor.");
bool onWake();
void onSleep();
static void initPersistFields();
virtual bool onAdd() override;
virtual void onRemove() override;
virtual void onPreRender() override;
virtual void onRender(Point2I offset, const RectI& updateRect) override;
// interaction
virtual bool onKeyDown(const GuiEvent& event) override;
virtual void onMouseDown(const GuiEvent& event) override;
virtual void onMouseUp(const GuiEvent& event) override;
virtual void onMouseMove(const GuiEvent& event) override;
virtual void onMiddleMouseDown(const GuiEvent& event) override;
virtual bool onMouseWheelUp(const GuiEvent& event) override;
virtual bool onMouseWheelDown(const GuiEvent& event) override;
};
#endif _GUISHADEREDITOR_H_

View file

@ -0,0 +1,27 @@
//-----------------------------------------------------------------------------
// 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/shaderNode.h"

View file

@ -0,0 +1,84 @@
//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _SHADERNODE_H_
#define _SHADERNODE_H_
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
enum class NodeTypes
{
Uniform,
Input,
Output,
TextureSampler,
MathOperation,
Procedural
};
enum class DataDimensions
{
Scalar,
Vector2,
Vector3,
Vector4,
Mat4x4,
};
struct NodeInput
{
String name;
DataDimensions dimensions;
};
struct NodeOutput
{
String name;
DataDimensions dimensions;
};
class ShaderNode : public GuiControl
{
private:
typedef GuiControl Parent;
public:
ShaderNode();
bool onWake();
void onSleep();
static void initPersistFields();
virtual bool onAdd() override;
virtual void onRemove() override;
// 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_CATEGORY("Shader Core");
DECLARE_DESCRIPTION("Base class for all shader nodes.");
};
#endif // !_SHADERNODE_H_