Torque3D/Engine/source/gui/shaderEditor/guiShaderNode.h
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

160 lines
4 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,
};
// parent class for sockets detection in shaderEditor.
struct NodeSocket
{
String name;
DataDimensions dimensions;
ColorI col = ColorI::WHITE;
NodeSocket()
:name(String::EmptyString), dimensions(DataDimensions::Dynamic)
{}
NodeSocket(String inName, DataDimensions inDim)
:name(inName), dimensions(inDim)
{
switch (inDim)
{
case DataDimensions::Dynamic:
col = ColorI(200, 200, 200, 200);
break;
case DataDimensions::Scalar:
col = ColorI(210, 105, 30, 200);
break;
case DataDimensions::Vector2:
col = ColorI(152, 251,152, 200);
break;
case DataDimensions::Vector3:
col = ColorI(127, 255, 212, 200);
break;
case DataDimensions::Vector4:
col = ColorI(100, 149, 237, 200);
break;
case DataDimensions::Mat4x4:
col = ColorI(153, 50, 204, 200);
break;
default:
break;
}
}
public:
virtual ~NodeSocket() {}
};
struct NodeInput : NodeSocket
{
Point2I pos = Point2I::Zero;
NodeInput()
:NodeSocket()
{}
NodeInput(String inName , DataDimensions inDim)
:NodeSocket(inName , inDim)
{}
};
struct NodeOutput : NodeSocket
{
Point2I pos = Point2I::Zero;
NodeOutput()
:NodeSocket()
{}
NodeOutput(String inName, DataDimensions inDim)
:NodeSocket(inName, 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 renderNode(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_