deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection.

few other minor additions and fixes.
This commit is contained in:
marauder2k7 2024-03-07 17:22:48 +00:00
parent dbbd9383e7
commit d9c4269d8b
8 changed files with 137 additions and 32 deletions

View file

@ -1294,7 +1294,7 @@ void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &s
Point3F cubePts[8];
for (U32 i = 0; i < 8; i++)
{
cubePts[i] = cubePoints[i]/2;
cubePts[i] = cubePoints[i]/2;
}
// 8 corner points of the box

View file

@ -23,6 +23,7 @@
#include "platform/platform.h"
#include "gui/shaderEditor/guiShaderEditor.h"
#include "gui/shaderEditor/nodes/materialOutputNode.h"
#include "gui/shaderEditor/nodes/mathNode.h"
#include "core/frameAllocator.h"
#include "core/stream/fileStream.h"
@ -62,7 +63,8 @@ GuiShaderEditor::GuiShaderEditor()
mTempConnection = NULL;
mNodeSize = 10;
// test
addNode(new MaterialOutputNode());
addNode(new BRDFOutputNode());
addNode(new MathAddNode());
addNode(new GuiShaderNode());
}
@ -648,31 +650,23 @@ void GuiShaderEditor::deleteSelection()
{
mTrash->addObject(node);
Vector<NodeConnection*> connVec;
for (NodeInput* input : node->mInputNodes)
{
NodeConnection* conn;
if (hasConnection(input, 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);
}
}
hasConnection(input, connVec);
}
for (NodeOutput* output : node->mOutputNodes)
{
NodeConnection* conn;
if (hasConnection(output, conn))
hasConnection(output, connVec);
}
for (NodeConnection* conn : connVec)
{
Vector< NodeConnection* >::iterator i = T3D::find(mCurrConnections.begin(), mCurrConnections.end(), conn);
if (i != mCurrConnections.end())
{
// 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);
}
mCurrConnections.erase(i);
}
}
@ -857,7 +851,6 @@ U32 GuiShaderEditor::finishConnection(const Point2I& pt)
NodeConnection* conn;
if(hasConnection(inNode, 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())
{
@ -886,7 +879,6 @@ U32 GuiShaderEditor::finishConnection(const Point2I& pt)
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())
{
@ -916,6 +908,22 @@ bool GuiShaderEditor::hasConnection(NodeSocket* inSocket)
return false;
}
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, Vector<NodeConnection*>& conn)
{
bool ret = false;
for (NodeConnection* con : mCurrConnections)
{
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
{
conn.push_back(con);
ret = true;
}
}
return ret;
}
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
{
for (NodeConnection* con : mCurrConnections)
@ -924,11 +932,9 @@ bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
{
if (conn != nullptr)
conn = con;
return true;
}
}
return false;
}

View file

@ -92,6 +92,7 @@ protected:
bool findHitSocket(const Point2I& pt);
U32 finishConnection(const Point2I& pt);
bool hasConnection(NodeSocket* inSocket);
bool hasConnection(NodeSocket* inSocket, Vector<NodeConnection*>& conn);
bool hasConnection(NodeSocket* inSocket, NodeConnection*& conn);
void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);

View file

@ -22,15 +22,19 @@
#include "platform/platform.h"
#include "gui/shaderEditor/nodes/materialOutputNode.h"
IMPLEMENT_CONOBJECT(MaterialOutputNode);
//-----------------------------------------------------------------
// BRDF Output Node.
//-----------------------------------------------------------------
ConsoleDocClass(MaterialOutputNode,
IMPLEMENT_CONOBJECT(BRDFOutputNode);
ConsoleDocClass(BRDFOutputNode,
"@brief Deferred Material output.\n\n"
"Editor use only.\n\n"
"@internal"
);
MaterialOutputNode::MaterialOutputNode()
BRDFOutputNode::BRDFOutputNode()
: GuiShaderNode()
{
mNodeType = NodeTypes::Output;

View file

@ -22,14 +22,18 @@
#include "gui/shaderEditor/guiShaderNode.h"
class MaterialOutputNode : public GuiShaderNode
//-----------------------------------------------------------------
// Put all material output nodes here.
//-----------------------------------------------------------------
class BRDFOutputNode : public GuiShaderNode
{
typedef GuiShaderNode Parent;
public:
MaterialOutputNode();
BRDFOutputNode();
// is the parent that all other nodes are derived from.
DECLARE_CONOBJECT(MaterialOutputNode);
DECLARE_CONOBJECT(BRDFOutputNode);
DECLARE_CATEGORY("Shader Output");
DECLARE_DESCRIPTION("Deferred Material output.");
};

View file

@ -0,0 +1,50 @@
//-----------------------------------------------------------------------------
// 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/mathNode.h"
//-----------------------------------------------------------------
// Math addition Node.
//-----------------------------------------------------------------
IMPLEMENT_CONOBJECT(MathAddNode);
ConsoleDocClass(MathAddNode,
"@brief Math addition node.\n\n"
"Editor use only.\n\n"
"@internal"
);
MathAddNode::MathAddNode()
: GuiShaderNode()
{
mNodeType = NodeTypes::MathOperation;
mInputNodes.push_back(new NodeInput("A", DataDimensions::Dynamic));
mInputNodes.push_back(new NodeInput("B", DataDimensions::Dynamic));
mOutputNodes.push_back(new NodeOutput("Result", DataDimensions::Dynamic));
mTitle = "Math Node";
}

View file

@ -0,0 +1,39 @@
//-----------------------------------------------------------------------------
// 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 "gui/shaderEditor/guiShaderNode.h"
//-----------------------------------------------------------------
// Put all Math nodes here.
//-----------------------------------------------------------------
class MathAddNode : public GuiShaderNode
{
typedef GuiShaderNode Parent;
public:
MathAddNode();
// is the parent that all other nodes are derived from.
DECLARE_CONOBJECT(MathAddNode);
DECLARE_CATEGORY("Shader Math");
DECLARE_DESCRIPTION("Math addition node.");
};

View file

@ -84,9 +84,10 @@ float4 main(Conn IN) : TORQUE_TARGET0
// (p.x >= halfSize.x - radius + halfBorder && p.x <= halfSize.x + radius - halfBorder) ) { // right border
// }
toColor = IN.color;
toColor = IN.color;
sdf = abs(sdf) / borderSize;
}
sdf = abs(sdf) / borderSize;
}
else{
fromColor = IN.color;