mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
material output node added colors denoting node sockets added. this will probably be changed.
160 lines
4 KiB
C++
160 lines
4 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _SHADERNODE_H_
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#define _SHADERNODE_H_
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#ifndef _GUICONTROL_H_
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#include "gui/core/guiControl.h"
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#endif
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#ifndef _SIMBASE_H_
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#include "console/simBase.h"
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#endif
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#ifndef _GFX_GFXDRAWER_H_
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#include "gfx/gfxDrawUtil.h"
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#endif
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enum class NodeTypes
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{
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Default,
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Uniform,
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Input,
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Output,
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TextureSampler,
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MathOperation,
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Procedural,
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Generator
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};
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enum class DataDimensions
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{
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Dynamic, // can be any dimension, usually defined by what was connected to it.
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Scalar,
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Vector2,
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Vector3,
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Vector4,
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Mat4x4,
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};
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// parent class for sockets detection in shaderEditor.
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struct NodeSocket
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{
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String name;
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DataDimensions dimensions;
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ColorI col = ColorI::WHITE;
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NodeSocket()
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:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
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{}
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NodeSocket(String inName, DataDimensions inDim)
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:name(inName), dimensions(inDim)
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{
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switch (inDim)
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{
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case DataDimensions::Dynamic:
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col = ColorI(200, 200, 200, 200);
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break;
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case DataDimensions::Scalar:
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col = ColorI(210, 105, 30, 200);
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break;
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case DataDimensions::Vector2:
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col = ColorI(152, 251,152, 200);
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break;
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case DataDimensions::Vector3:
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col = ColorI(127, 255, 212, 200);
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break;
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case DataDimensions::Vector4:
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col = ColorI(100, 149, 237, 200);
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break;
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case DataDimensions::Mat4x4:
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col = ColorI(153, 50, 204, 200);
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break;
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default:
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break;
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}
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}
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public:
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virtual ~NodeSocket() {}
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};
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struct NodeInput : NodeSocket
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{
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Point2I pos = Point2I::Zero;
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NodeInput()
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:NodeSocket()
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{}
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NodeInput(String inName , DataDimensions inDim)
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:NodeSocket(inName , inDim)
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{}
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};
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struct NodeOutput : NodeSocket
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{
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Point2I pos = Point2I::Zero;
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NodeOutput()
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:NodeSocket()
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{}
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NodeOutput(String inName, DataDimensions inDim)
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:NodeSocket(inName, inDim)
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{}
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};
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class GuiShaderNode : public GuiControl
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{
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private:
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typedef GuiControl Parent;
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protected:
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String mTitle;
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NodeTypes mNodeType;
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S32 mPrevNodeSize;
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public:
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Vector<NodeInput*> mInputNodes;
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Vector<NodeOutput*> mOutputNodes;
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GuiShaderNode();
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bool onWake();
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void onSleep();
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static void initPersistFields();
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virtual bool onAdd() override;
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virtual void onRemove() override;
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void renderNode(Point2I offset, const RectI& updateRect, const S32 nodeSize);
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// Serialization functions
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void write(Stream& stream, U32 tabStop = 0, U32 flags = 0);
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void read(Stream& stream);
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// is the parent that all other nodes are derived from.
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DECLARE_CONOBJECT(GuiShaderNode);
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DECLARE_CATEGORY("Shader Core");
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DECLARE_DESCRIPTION("Base class for all shader nodes.");
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bool mSelected;
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};
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#endif // !_SHADERNODE_H_
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