mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
connections
connections rendering and logic finished. can make rendering better in future updates such as using geo shaders for bezier curves and smoother lines.
This commit is contained in:
parent
66d8f0f55c
commit
949f788a0a
4 changed files with 424 additions and 64 deletions
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@ -31,6 +31,7 @@
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#include "console/engineAPI.h"
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#include "console/script.h"
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#include "console/typeValidators.h"
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#include "gfx/primBuilder.h"
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IMPLEMENT_CONOBJECT(GuiShaderEditor);
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@ -51,15 +52,17 @@ GuiShaderEditor::GuiShaderEditor()
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VECTOR_SET_ASSOCIATION(mCurrNodes);
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VECTOR_SET_ASSOCIATION(mSelectedNodes);
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VECTOR_SET_ASSOCIATION(mDragBeginPoints);
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VECTOR_SET_ASSOCIATION(mCurrConnections);
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mActive = true;
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mMouseDownMode = GuiShaderEditor::Selecting;
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mTrash = NULL;
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mTempConnection = NULL;
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mNodeSize = 10;
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// test
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mCurrNodes.push_back(new GuiShaderNode());
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mCurrNodes.push_back(new GuiShaderNode());
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addNode(new GuiShaderNode());
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addNode(new GuiShaderNode());
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}
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bool GuiShaderEditor::onWake()
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@ -115,10 +118,10 @@ void GuiShaderEditor::onRemove()
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mTrash = NULL;
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for (GuiShaderNode* node : mCurrNodes)
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/* for (GuiShaderNode* node : mCurrNodes)
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{
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SAFE_DELETE(node);
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}
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}*/
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for (GuiShaderNode* node : mSelectedNodes)
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{
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@ -131,6 +134,45 @@ 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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{
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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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return;
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Point2F unitDir = dir / mSqrt(dir.x * dir.x + dir.y * dir.y);
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Point2F unitPerp(-unitDir.y, unitDir.x);
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Point2F offset = (thickness / 2.0f) * unitPerp;
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GFX->setStateBlock(mDefaultGuiSB);
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Point2F lT = Point2F(pt1.x, pt1.y) + offset;
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Point2F lB = Point2F(pt1.x, pt1.y) - offset;
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Point2F rT = Point2F(pt2.x, pt2.y) + offset;
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Point2F rB = Point2F(pt2.x, pt2.y) - offset;
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PrimBuild::begin(GFXTriangleStrip, 4);
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// top left.
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PrimBuild::color(col1);
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PrimBuild::vertex2f(lT.x, lT.y);
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// bottom left.
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PrimBuild::color(col1);
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PrimBuild::vertex2f(lB.x, lB.y);
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// top right.
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PrimBuild::color(col2);
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PrimBuild::vertex2f(rT.x, rT.y);
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// bottom right.
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PrimBuild::color(col2);
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PrimBuild::vertex2f(rB.x, rB.y);
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PrimBuild::end();
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}
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void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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{
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// Save the current clip rect
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@ -168,7 +210,7 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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{
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GFX->setClipRect(childClip);
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GFX->setStateBlock(mDefaultGuiSB);
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node->onRender(childPos, childClip, mNodeSize);
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node->renderNode(childPos, childClip, mNodeSize);
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}
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GFX->setClipRect(clipRect);
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@ -185,7 +227,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawRect(socketRect, border);
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socketRect.inset(1, 1);
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drawer->drawRectFill(socketRect, mProfile->mFillColor);
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ColorI fill = mProfile->mFillColor;
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if (hasConnection(input))
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{
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fill = ColorI::WHITE;
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}
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drawer->drawRectFill(socketRect, fill);
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}
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for (NodeOutput* output : node->mOutputNodes)
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@ -200,7 +249,14 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawRect(socketRect, border);
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socketRect.inset(1, 1);
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drawer->drawRectFill(socketRect, mProfile->mFillColor);
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ColorI fill = mProfile->mFillColor;
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if (hasConnection(output))
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{
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fill = ColorI::WHITE;
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}
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drawer->drawRectFill(socketRect, fill);
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}
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}
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}
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@ -210,6 +266,40 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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GFX->setClipRect(savedClipRect);
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}
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void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
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{
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// Save the current clip rect
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// so we can restore it at the end of this method.
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RectI savedClipRect = GFX->getClipRect();
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// offset is the upper-left corner of this control in screen coordinates
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// updateRect is the intersection rectangle in screen coords of the control
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// hierarchy. This can be set as the clip rectangle in most cases.
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RectI clipRect = updateRect;
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clipRect.inset(2, 2);
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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for (NodeConnection* conn : mCurrConnections)
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{
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// for temp connetion, nodeA is always the first node selected.
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Point2I start(Point2I::Zero);
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Point2I end(Point2I::Zero);
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start = conn->nodeA->localToGlobalCoord(conn->inSocket->pos) + offset;
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end = conn->nodeB->localToGlobalCoord(conn->outSocket->pos) + offset;
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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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}
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// Restore the clip rect to what it was at the start
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// of this method.
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GFX->setClipRect(savedClipRect);
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}
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void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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{
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offset += mViewOffset;
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@ -217,21 +307,48 @@ void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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// render our nodes.
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renderConnections(offset, updateRect);
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renderNodes(offset, updateRect);
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// Draw selection rectangle last so it is rendered on top.
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if (mActive && mMouseDownMode == DragSelecting)
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if (mActive)
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{
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RectI b;
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getDragRect(b);
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b.point += offset;
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if (mMouseDownMode == DragConnection)
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{
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// something went wrong.... fix it fix it fix it.
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if (mTempConnection == NULL)
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return;
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else
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{
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// for temp connetion, nodeA is always the first node selected.
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Point2I start(Point2I::Zero);
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if (mTempConnection->inSocket != NULL)
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start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->inSocket->pos) + offset;
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else if(mTempConnection->outSocket != NULL)
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start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->outSocket->pos) + offset;
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// Draw outline.
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drawer->drawRect(b, ColorI(100, 100, 100, 128));
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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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// Draw fill.
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b.inset(1, 1);
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drawer->drawRectFill(b, ColorI(150, 150, 150, 128));
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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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drawer->drawRectFill(sockActive, ColorI(255, 255, 255));
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}
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}
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// Draw selection rectangle last so it is rendered on top.
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if (mMouseDownMode == DragSelecting)
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{
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RectI b;
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getDragRect(b);
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b.point += offset;
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// Draw outline.
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drawer->drawRect(b, ColorI(100, 100, 100, 128));
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// Draw fill.
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b.inset(1, 1);
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drawer->drawRectFill(b, ColorI(150, 150, 150, 128));
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}
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}
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}
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@ -274,51 +391,59 @@ void GuiShaderEditor::onMouseDown(const GuiEvent& event)
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GuiShaderNode* hitNode = findHitNode(mLastMousePos);
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if (event.modifier & SI_SHIFT)
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if(findHitSocket(mLastMousePos))
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{
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startDragRectangle(mLastMousePos);
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mDragAddSelection = true;
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}
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else if (selectionContains(hitNode))
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{
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if (event.modifier & SI_MULTISELECT)
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{
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removeSelection(hitNode);
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setMouseMode(Selecting);
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}
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else if (event.modifier & SI_PRIMARY_ALT)
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{
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startDragClone(mLastMousePos);
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}
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else
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{
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startDragMove(mLastMousePos);
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}
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// handled in hit socket.
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return;
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}
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else
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{
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if (hitNode == NULL)
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if (event.modifier & SI_SHIFT)
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{
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startDragRectangle(mLastMousePos);
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mDragAddSelection = false;
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mDragAddSelection = true;
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}
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else if (event.modifier & SI_PRIMARY_ALT && hitNode != NULL)
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else if (selectionContains(hitNode))
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{
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// Alt is down. Start a drag clone.
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clearSelection();
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addSelection(hitNode);
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startDragClone(mLastMousePos);
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}
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else if (event.modifier & SI_MULTISELECT)
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{
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addSelection(hitNode);
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if (event.modifier & SI_MULTISELECT)
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{
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removeSelection(hitNode);
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setMouseMode(Selecting);
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}
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else if (event.modifier & SI_PRIMARY_ALT)
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{
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startDragClone(mLastMousePos);
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}
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else
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{
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startDragMove(mLastMousePos);
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}
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}
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else
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{
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// Clicked on node. Start move.
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clearSelection();
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addSelection(hitNode);
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startDragMove(mLastMousePos);
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if (hitNode == NULL)
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{
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startDragRectangle(mLastMousePos);
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mDragAddSelection = false;
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}
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else if (event.modifier & SI_PRIMARY_ALT && hitNode != NULL)
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{
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// Alt is down. Start a drag clone.
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clearSelection();
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addSelection(hitNode);
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startDragClone(mLastMousePos);
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}
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else if (event.modifier & SI_MULTISELECT)
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{
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addSelection(hitNode);
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}
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else
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{
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// Clicked on node. Start move.
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clearSelection();
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addSelection(hitNode);
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startDragMove(mLastMousePos);
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}
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}
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}
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@ -342,6 +467,35 @@ void GuiShaderEditor::onMouseUp(const GuiEvent& event)
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// get mouse pos with our view offset and scale.
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mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
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if (mMouseDownMode == DragConnection)
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{
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U32 ret = finishConnection(mLastMousePos);
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if (ret == 1) // we set the input on mouse up, nodeB is the inputSocket, swap order.
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{
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NodeConnection* conn = new NodeConnection();
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conn->nodeA = mTempConnection->nodeB;
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conn->nodeB = mTempConnection->nodeA;
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conn->inSocket = mTempConnection->inSocket;
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conn->outSocket = mTempConnection->outSocket;
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mCurrConnections.push_back(conn);
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}
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if (ret == 2) // we set the output on mouse up, nodeB is the outputSocket
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{
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NodeConnection* conn = new NodeConnection();
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conn->nodeA = mTempConnection->nodeA;
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conn->nodeB = mTempConnection->nodeB;
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conn->inSocket = mTempConnection->inSocket;
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conn->outSocket = mTempConnection->outSocket;
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mCurrConnections.push_back(conn);
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}
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mTempConnection = NULL;
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}
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if (mMouseDownMode == DragSelecting)
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{
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if (!(event.modifier & SI_MULTISELECT) && !mDragAddSelection)
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@ -536,6 +690,34 @@ void GuiShaderEditor::deleteSelection()
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{
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mTrash->addObject(node);
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for (NodeInput* input : node->mInputNodes)
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{
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NodeConnection* conn;
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if (hasConnection(input, conn))
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{
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// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
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Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
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if (i != mCurrConnections.end())
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{
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mCurrConnections.erase(i);
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}
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}
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}
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for (NodeOutput* output : node->mOutputNodes)
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{
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NodeConnection* conn;
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if (hasConnection(output, conn))
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{
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// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
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Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
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if (i != mCurrConnections.end())
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{
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mCurrConnections.erase(i);
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}
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}
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}
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Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
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if (i != mCurrNodes.end())
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mCurrNodes.erase(i);
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@ -651,6 +833,147 @@ GuiShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
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return nullptr;
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}
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bool GuiShaderEditor::findHitSocket(const Point2I& pt)
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{
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Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
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Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
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for (GuiShaderNode* node : mCurrNodes)
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{
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for (NodeInput* inNode : node->mInputNodes)
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{
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Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
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RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
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S32 xt = offsetPoint.x - box.point.x;
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S32 yt = offsetPoint.y - box.point.y;
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if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
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{
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mTempConnection = new NodeConnection();
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mTempConnection->nodeA = node;
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mTempConnection->inSocket = inNode;
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setMouseMode(DragConnection);
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return true;
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}
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}
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for (NodeOutput* outNode : node->mOutputNodes)
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{
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Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
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RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
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S32 xt = offsetPoint.x - box.point.x;
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S32 yt = offsetPoint.y - box.point.y;
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if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
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{
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mTempConnection = new NodeConnection();
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mTempConnection->nodeA = node;
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mTempConnection->outSocket = outNode;
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setMouseMode(DragConnection);
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return true;
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}
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}
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}
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return false;
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}
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U32 GuiShaderEditor::finishConnection(const Point2I& pt)
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{
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Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
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Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
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for (GuiShaderNode* node : mCurrNodes)
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{
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for (NodeInput* inNode : node->mInputNodes)
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{
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Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
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RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
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S32 xt = offsetPoint.x - box.point.x;
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S32 yt = offsetPoint.y - box.point.y;
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if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
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{
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if (mTempConnection->nodeA == node || mTempConnection->inSocket != NULL)
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return false;
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NodeConnection* conn;
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if(hasConnection(inNode, conn))
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{
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// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
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Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
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if (i != mCurrConnections.end())
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{
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mCurrConnections.erase(i);
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}
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}
|
||||
|
||||
mTempConnection->nodeB = node;
|
||||
mTempConnection->inSocket = inNode;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
for (NodeOutput* outNode : node->mOutputNodes)
|
||||
{
|
||||
Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
|
||||
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
||||
|
||||
S32 xt = offsetPoint.x - box.point.x;
|
||||
S32 yt = offsetPoint.y - box.point.y;
|
||||
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
||||
{
|
||||
if (mTempConnection->nodeA == node || mTempConnection->outSocket != NULL)
|
||||
return false;
|
||||
|
||||
NodeConnection* conn;
|
||||
if (hasConnection(mTempConnection->inSocket, conn))
|
||||
{
|
||||
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
|
||||
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
|
||||
if (i != mCurrConnections.end())
|
||||
{
|
||||
mCurrConnections.erase(i);
|
||||
}
|
||||
}
|
||||
|
||||
mTempConnection->nodeB = node;
|
||||
mTempConnection->outSocket = outNode;
|
||||
return 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket)
|
||||
{
|
||||
for (NodeConnection* con : mCurrConnections)
|
||||
{
|
||||
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
|
||||
{
|
||||
for (NodeConnection* con : mCurrConnections)
|
||||
{
|
||||
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
|
||||
{
|
||||
if (conn != nullptr)
|
||||
conn = con;
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
|
||||
{
|
||||
canHitSelectedNodes(false);
|
||||
|
|
@ -710,3 +1033,8 @@ void GuiShaderEditor::setMouseMode(mouseModes mode)
|
|||
}
|
||||
}
|
||||
|
||||
void GuiShaderEditor::addNode(GuiShaderNode* newNode)
|
||||
{
|
||||
mCurrNodes.push_back(newNode);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue