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Groundwork for other shaders
Adds the ground work for geometry shaders Expands shaderData and gfxShader to allow for more shader types note: when building a GFXShader in source you have to call setShaderStageFile with the shaderStage and the filepath for that stage. Once we add compute shaders this will become more apparent as compute shaders are a stage of their own and do not require vertex and pixel files whereas other shaders sometimes do.
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7 changed files with 220 additions and 161 deletions
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@ -134,7 +134,7 @@ void GuiShaderEditor::onPreRender()
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setUpdate();
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}
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void GuiShaderEditor::drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness = 2, ColorI col1 = ColorI(255, 255, 255), ColorI col2 = ColorI(255, 255, 255))
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void GuiShaderEditor::drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness, ColorI col1, ColorI col2)
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{
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Point2F dir = Point2F(pt2.x - pt1.x, pt2.y - pt1.y);
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if (dir == Point2F::Zero)
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@ -292,7 +292,7 @@ void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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end += Point2I(mNodeSize / 2, mNodeSize / 2);
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drawThickLine(start, end);
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drawThickLine(start, end, mNodeSize/3);
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}
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// Restore the clip rect to what it was at the start
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@ -328,7 +328,7 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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drawThickLine(start, mLastMousePos + offset);
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drawThickLine(start, mLastMousePos + offset, mNodeSize/3);
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// draw socket overlay over the top of the line.
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sockActive.inset(1, 1);
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