Torque3D/Engine/source/gui/shaderEditor/nodes/shaderNode.h
marauder2k7 155dfe0c69 more options for nodes
render nodes with GuiShaderEditor border colors
node size now changable.
2024-03-05 13:15:33 +00:00

123 lines
3.2 KiB
C++

//-----------------------------------------------------------------------------
// 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 _GUICONTROL_H_
#include "gui/core/guiControl.h"
#endif
#ifndef _SIMBASE_H_
#include "console/simBase.h"
#endif
#ifndef _GFX_GFXDRAWER_H_
#include "gfx/gfxDrawUtil.h"
#endif
enum class NodeTypes
{
Default,
Uniform,
Input,
Output,
TextureSampler,
MathOperation,
Procedural,
Generator
};
enum class DataDimensions
{
Dynamic, // can be any dimension, usually defined by what was connected to it.
Scalar,
Vector2,
Vector3,
Vector4,
Mat4x4,
};
struct NodeInput
{
String name;
DataDimensions dimensions;
Point2I pos = Point2I::Zero;
NodeInput()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
{}
NodeInput(String inName , DataDimensions inDim)
:name(inName), dimensions(inDim)
{}
};
struct NodeOutput
{
String name;
DataDimensions dimensions;
Point2I pos = Point2I::Zero;
NodeOutput()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
{}
NodeOutput(String inName, DataDimensions inDim)
:name(inName), dimensions(inDim)
{}
};
class GuiShaderNode : public GuiControl
{
private:
typedef GuiControl Parent;
protected:
String mTitle;
NodeTypes mNodeType;
S32 mPrevNodeSize;
public:
Vector<NodeInput*> mInputNodes;
Vector<NodeOutput*> mOutputNodes;
GuiShaderNode();
bool onWake();
void onSleep();
static void initPersistFields();
virtual bool onAdd() override;
virtual void onRemove() override;
void onRender(Point2I offset, const RectI& updateRect, const S32 nodeSize);
// 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(GuiShaderNode);
DECLARE_CATEGORY("Shader Core");
DECLARE_DESCRIPTION("Base class for all shader nodes.");
bool mSelected;
};
#endif // !_SHADERNODE_H_