Torque3D/Engine/source/gui/shaderEditor/guiShaderNode.cpp
marauder2k7 2dc623df7e material output node
material output node added

colors denoting node sockets added. this will probably be changed.
2024-03-06 19:57:18 +00:00

204 lines
5.8 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gui/shaderEditor/guiShaderNode.h"
#include "gui/core/guiCanvas.h"
IMPLEMENT_CONOBJECT(GuiShaderNode);
ConsoleDocClass(GuiShaderNode,
"@brief Base class for all nodes to derive from.\n\n"
"Editor use only.\n\n"
"@internal"
);
GuiShaderNode::GuiShaderNode()
{
VECTOR_SET_ASSOCIATION(mInputNodes);
VECTOR_SET_ASSOCIATION(mOutputNodes);
mTitle = "Default Node";
mSelected = false;
mNodeType = NodeTypes::Default;
GuiControlProfile* profile = NULL;
if (Sim::findObject("GuiShaderEditorProfile", profile))
setControlProfile(profile);
// fixed extent for all nodes, only height should be changed
setExtent(180, 35);
mPrevNodeSize = -1;
}
bool GuiShaderNode::onWake()
{
if (!Parent::onWake())
return false;
return true;
}
void GuiShaderNode::onSleep()
{
Parent::onSleep();
}
void GuiShaderNode::initPersistFields()
{
docsURL;
Parent::initPersistFields();
}
bool GuiShaderNode::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void GuiShaderNode::onRemove()
{
Parent::onRemove();
}
void GuiShaderNode::renderNode(Point2I offset, const RectI& updateRect, const S32 nodeSize)
{
if (!mProfile)
return Parent::onRender(offset, updateRect);
GFXDrawUtil* drawer = GFX->getDrawUtil();
// draw background.
// Get our rect.
RectI winRect;
winRect.point = offset;
winRect.extent = getExtent();
ColorI border = mProfile->mBorderColor;
if (mSelected)
border = mProfile->mBorderColorSEL;
drawer->drawRoundedRect(15.0f, winRect, mProfile->mFillColor, 3.0f, border);
// draw header
ColorI header(50, 50, 50, 128);
switch (mNodeType)
{
case NodeTypes::Default:
header = ColorI(128, 50, 128, 128);
break;
case NodeTypes::Uniform:
header = ColorI(50, 100, 128, 128);
break;
case NodeTypes::Input:
header = ColorI(128, 100, 50, 128);
break;
case NodeTypes::Output:
header = ColorI(50, 100, 50, 128);
break;
case NodeTypes::TextureSampler:
header = ColorI(50, 50, 128, 128);
break;
case NodeTypes::MathOperation:
header = ColorI(128, 0, 128, 128);
break;
case NodeTypes::Procedural:
header = ColorI(128, 100, 0, 128);
break;
case NodeTypes::Generator:
header = ColorI(0, 100, 128, 128);
break;
default:
header = ColorI(128, 0, 0, 128);
break;
}
RectI headRect;
U32 headerSize = 30;
headRect.point = offset;
headRect.extent = Point2I(getExtent().x, headerSize);
drawer->drawRoundedRect(15.0f, headRect, header);
// draw header text.
U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (headerSize / 2) - (mProfile->mFont->getFontSize() / 2));
drawer->setBitmapModulation(mProfile->mFontColor);
drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
drawer->clearBitmapModulation();
if (mInputNodes.size() > 0 || mOutputNodes.size() > 0)
{
U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2);
Point2I slotPos(textPadX, headerSize + (nodeSize / 2));
drawer->setBitmapModulation(mProfile->mFontColor);
for (NodeInput* input : mInputNodes)
{
drawer->drawText(mProfile->mFont, slotPos + offset, input->name);
if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
input->pos = Point2I(-(nodeSize / 2) + 1, slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
slotPos.y += textPadY;
}
U32 inputY = slotPos.y;
slotPos = Point2I(getExtent().x, headerSize + (nodeSize / 2));
for (NodeOutput* output : mOutputNodes)
{
strWidth = mProfile->mFont->getStrWidth(output->name.c_str());
slotPos.x = getExtent().x - strWidth - textPadX;
drawer->drawText(mProfile->mFont, slotPos + offset, output->name);
if (output->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
output->pos = Point2I(getExtent().x - (nodeSize / 2) - 1 , slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
slotPos.y += textPadY;
}
drawer->clearBitmapModulation();
U32 outputY = slotPos.y;
if (getExtent().y < slotPos.y || mPrevNodeSize != nodeSize)
setExtent(Point2I(getExtent().x, mMax(inputY, outputY)));
mPrevNodeSize = nodeSize;
}
}
void GuiShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
{
}
void GuiShaderNode::read(Stream& stream)
{
}