mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 15:44:36 +00:00
shader editor ground work
Adds the ground work for shader editor Adds the base gui for the shader editor
This commit is contained in:
parent
d8636f754b
commit
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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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96
Engine/source/gui/shaderEditor/guiShaderEditor.h
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@ -0,0 +1,96 @@
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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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27
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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<GUIAsset
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canSave="true"
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canSaveDynamicFields="true"
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AssetName="ShaderEditorGui, EditorGuiGroup"
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scriptFile="@assetFile=shaderEditorGui.ed.gui"
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GUIFile="@assetFile=shaderEditorGui.ed.gui"
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VersionId="1"/>
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//--- OBJECT WRITE BEGIN ---
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$guiContent = new GuiControl(ShaderEditorGui) {
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extent = "800 600";
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profile = "GuiDefaultProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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isContainer = "1";
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canSaveDynamicFields = "1";
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new GuiFrameSetCtrl() {
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columns = "0 200 625";
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borderWidth = "2";
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borderColor = "10 10 10 0";
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autoBalance = "1";
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extent = "800 600";
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horizSizing = "width";
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vertSizing = "height";
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profile = "ToolsGuiFrameSetProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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new GuiControl() {
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extent = "198 600";
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horizSizing = "width";
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vertSizing = "height";
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profile = "ToolsGuiDefaultProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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isContainer = "1";
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new GuiSplitContainer() {
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orientation = "Horizontal";
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splitPoint = "0 200";
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extent = "197 600";
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horizSizing = "width";
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vertSizing = "height";
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profile = "ToolsGuiDefaultProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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new GuiPanel(ShaderEditorPreview) {
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docking = "Client";
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extent = "197 198";
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profile = "ToolsGuiButtonProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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internalName = "Panel1";
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};
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new GuiPanel(ShaderEditorInspector) {
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docking = "Client";
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position = "0 202";
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extent = "197 398";
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profile = "ToolsGuiButtonProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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internalName = "panel2";
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};
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};
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};
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new GuiControl() {
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position = "200 0";
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extent = "423 600";
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horizSizing = "width";
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vertSizing = "height";
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profile = "ToolsGuiButtonProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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isContainer = "1";
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};
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new GuiControl(ShaderEditorSidebar) {
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position = "625 0";
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extent = "175 600";
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horizSizing = "width";
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vertSizing = "height";
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profile = "ToolsGuiDefaultProfile";
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tooltipProfile = "ToolsGuiButtonProfile";
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isContainer = "1";
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new GuiTabBookCtrl(ShaderEditorTabBook) {
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tabHeight = "20";
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allowReorder = "1";
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selectedPage = "0";
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position = "3 5";
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extent = "166 400";
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horizSizing = "width";
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vertSizing = "height";
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profile = "ToolsGuiTabBookProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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new GuiTabPageCtrl() {
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fitBook = "1";
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text = "Library";
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position = "0 20";
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extent = "166 380";
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horizSizing = "width";
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vertSizing = "height";
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profile = "ToolsGuiTabPageProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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new GuiScrollCtrl() {
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hScrollBar = "dynamic";
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childMargin = "0 2";
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extent = "166 370";
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horizSizing = "width";
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vertSizing = "height";
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profile = "ToolsGuiScrollProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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new GuiStackControl(ShaderToolbox) {
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extent = "486 1000";
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horizSizing = "width";
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profile = "ToolsGuiDefaultProfile";
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tooltipProfile = "ToolsGuiToolTipProfile";
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};
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};
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};
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};
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};
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};
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};
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//--- OBJECT WRITE END ---
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@ -4,7 +4,8 @@ option(TORQUE_TOOLS "Enable Torque Tools" ON)
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if(TORQUE_TOOLS)
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if(TORQUE_TOOLS)
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message("Enabling Torque Tools Module")
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message("Enabling Torque Tools Module")
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file(GLOB_RECURSE TORQUE_TOOLS_SOURCES "gui/editor/*.cpp" "gui/editor/*.h" "gui/worldEditor/*.cpp" "gui/worldEditor/*.h")
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file(GLOB_RECURSE TORQUE_TOOLS_SOURCES "gui/editor/*.cpp" "gui/editor/*.h" "gui/worldEditor/*.cpp" "gui/worldEditor/*.h" "gui/shaderEditor/*.cpp" "gui/shaderEditor/*.h"
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"gui/shaderEditor/nodes/*.cpp" "gui/shaderEditor/nodes/*.h")
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file(GLOB_RECURSE TORQUE_TOOLS_SOURCES2 "environment/editors/*.cpp" "environment/editors/*.h")
|
file(GLOB_RECURSE TORQUE_TOOLS_SOURCES2 "environment/editors/*.cpp" "environment/editors/*.h")
|
||||||
file(GLOB_RECURSE TORQUE_TOOLS_SOURCES3 "forest/editor/*.cpp" "forest/editor/*.h")
|
file(GLOB_RECURSE TORQUE_TOOLS_SOURCES3 "forest/editor/*.cpp" "forest/editor/*.h")
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue