mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Adds the ground work for geometry shaders Expands shaderData and gfxShader to allow for more shader types note: when building a GFXShader in source you have to call setShaderStageFile with the shaderStage and the filepath for that stage. Once we add compute shaders this will become more apparent as compute shaders are a stage of their own and do not require vertex and pixel files whereas other shaders sometimes do.
1041 lines
27 KiB
C++
1041 lines
27 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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#include "platform/platform.h"
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#include "gui/shaderEditor/guiShaderEditor.h"
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#include "core/frameAllocator.h"
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#include "core/stream/fileStream.h"
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#include "core/stream/memStream.h"
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#include "console/consoleTypes.h"
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#include "gui/core/guiCanvas.h"
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#include "console/engineAPI.h"
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#include "console/script.h"
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#include "console/typeValidators.h"
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#include "gfx/primBuilder.h"
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IMPLEMENT_CONOBJECT(GuiShaderEditor);
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ConsoleDocClass(GuiShaderEditor,
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"@brief Implementation of a shader node editor.\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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GuiShaderEditor::GuiShaderEditor()
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: mDragBeginPoint(-1, -1),
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mViewOffset(0,0),
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mZoomScale(1.0f),
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mFullBoxSelection(false),
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mDragAddSelection(false),
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mDragMoveUndo(false)
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{
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VECTOR_SET_ASSOCIATION(mCurrNodes);
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VECTOR_SET_ASSOCIATION(mSelectedNodes);
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VECTOR_SET_ASSOCIATION(mDragBeginPoints);
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VECTOR_SET_ASSOCIATION(mCurrConnections);
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mActive = true;
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mMouseDownMode = GuiShaderEditor::Selecting;
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mTrash = NULL;
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mTempConnection = NULL;
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mNodeSize = 10;
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// test
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addNode(new GuiShaderNode());
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addNode(new GuiShaderNode());
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}
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bool GuiShaderEditor::onWake()
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{
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if (!Parent::onWake())
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return false;
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return true;
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}
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void GuiShaderEditor::onSleep()
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{
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Parent::onSleep();
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}
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// anything smaller than 4 is way too small....
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IRangeValidator nodeSizeRange(4, 30);
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void GuiShaderEditor::initPersistFields()
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{
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docsURL;
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addGroup("Node Settings");
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addFieldV("nodeSize", TypeS32, Offset(mNodeSize, GuiShaderEditor),&nodeSizeRange,
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"Size of nodes.");
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endGroup("Node Settings");
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addGroup("Selection");
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addField("fullBoxSelection", TypeBool, Offset(mFullBoxSelection, GuiShaderEditor),
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"If true, rectangle selection will only select controls fully inside the drag rectangle.");
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endGroup("Selection");
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Parent::initPersistFields();
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}
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bool GuiShaderEditor::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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mTrash = new SimGroup();
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if (!mTrash->registerObject())
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return false;
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return true;
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}
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void GuiShaderEditor::onRemove()
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{
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Parent::onRemove();
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mTrash->deleteObject();
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mTrash = NULL;
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/* for (GuiShaderNode* node : mCurrNodes)
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{
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SAFE_DELETE(node);
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}*/
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for (GuiShaderNode* node : mSelectedNodes)
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{
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SAFE_DELETE(node);
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}
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}
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void GuiShaderEditor::onPreRender()
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{
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setUpdate();
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}
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void GuiShaderEditor::drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness, ColorI col1, ColorI col2)
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{
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Point2F dir = Point2F(pt2.x - pt1.x, pt2.y - pt1.y);
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if (dir == Point2F::Zero)
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return;
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Point2F unitDir = dir / mSqrt(dir.x * dir.x + dir.y * dir.y);
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Point2F unitPerp(-unitDir.y, unitDir.x);
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Point2F offset = (thickness / 2.0f) * unitPerp;
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GFX->setStateBlock(mDefaultGuiSB);
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Point2F lT = Point2F(pt1.x, pt1.y) + offset;
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Point2F lB = Point2F(pt1.x, pt1.y) - offset;
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Point2F rT = Point2F(pt2.x, pt2.y) + offset;
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Point2F rB = Point2F(pt2.x, pt2.y) - offset;
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PrimBuild::begin(GFXTriangleStrip, 4);
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// top left.
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PrimBuild::color(col1);
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PrimBuild::vertex2f(lT.x, lT.y);
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// bottom left.
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PrimBuild::color(col1);
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PrimBuild::vertex2f(lB.x, lB.y);
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// top right.
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PrimBuild::color(col2);
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PrimBuild::vertex2f(rT.x, rT.y);
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// bottom right.
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PrimBuild::color(col2);
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PrimBuild::vertex2f(rB.x, rB.y);
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PrimBuild::end();
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}
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void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
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{
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// Save the current clip rect
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// so we can restore it at the end of this method.
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RectI savedClipRect = GFX->getClipRect();
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// offset is the upper-left corner of this control in screen coordinates
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// updateRect is the intersection rectangle in screen coords of the control
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// hierarchy. This can be set as the clip rectangle in most cases.
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RectI clipRect = updateRect;
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clipRect.inset(2, 2);
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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// render nodes in reverse order.
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for (ShaderNodeVector::iterator i = mCurrNodes.end(); i-- != mCurrNodes.begin(); )
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{
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GuiShaderNode* node = *i;
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// this is useful for sub node graphs.
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if (node->isVisible())
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{
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Point2I childPos = offset + node->getPosition();
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RectI childClip(childPos, node->getExtent() );
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if (selectionContains(node))
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{
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node->mSelected = true;
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}
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else
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{
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node->mSelected = false;
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}
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if (childClip.intersect(clipRect))
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{
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GFX->setClipRect(childClip);
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GFX->setStateBlock(mDefaultGuiSB);
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node->renderNode(childPos, childClip, mNodeSize);
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}
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GFX->setClipRect(clipRect);
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GFX->setStateBlock(mDefaultGuiSB);
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for (NodeInput* input : node->mInputNodes)
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{
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Point2I pos = node->localToGlobalCoord(input->pos) + offset;
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ColorI border = mProfile->mBorderColor;
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if (node->mSelected)
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border = mProfile->mBorderColorSEL;
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawRect(socketRect, border);
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socketRect.inset(1, 1);
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ColorI fill = mProfile->mFillColor;
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if (hasConnection(input))
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{
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fill = ColorI::WHITE;
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}
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drawer->drawRectFill(socketRect, fill);
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}
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for (NodeOutput* output : node->mOutputNodes)
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{
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Point2I pos = node->localToGlobalCoord(output->pos) + offset;
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ColorI border = mProfile->mBorderColor;
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if (node->mSelected)
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border = mProfile->mBorderColorSEL;
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RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
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drawer->drawRect(socketRect, border);
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socketRect.inset(1, 1);
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ColorI fill = mProfile->mFillColor;
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if (hasConnection(output))
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{
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fill = ColorI::WHITE;
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}
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drawer->drawRectFill(socketRect, fill);
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}
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}
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}
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// Restore the clip rect to what it was at the start
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// of this method.
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GFX->setClipRect(savedClipRect);
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}
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void GuiShaderEditor::renderConnections(Point2I offset, const RectI& updateRect)
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{
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// Save the current clip rect
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// so we can restore it at the end of this method.
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RectI savedClipRect = GFX->getClipRect();
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// offset is the upper-left corner of this control in screen coordinates
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// updateRect is the intersection rectangle in screen coords of the control
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// hierarchy. This can be set as the clip rectangle in most cases.
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RectI clipRect = updateRect;
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clipRect.inset(2, 2);
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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for (NodeConnection* conn : mCurrConnections)
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{
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// for temp connetion, nodeA is always the first node selected.
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Point2I start(Point2I::Zero);
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Point2I end(Point2I::Zero);
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start = conn->nodeA->localToGlobalCoord(conn->inSocket->pos) + offset;
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end = conn->nodeB->localToGlobalCoord(conn->outSocket->pos) + offset;
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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end += Point2I(mNodeSize / 2, mNodeSize / 2);
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drawThickLine(start, end, mNodeSize/3);
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}
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// Restore the clip rect to what it was at the start
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// of this method.
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GFX->setClipRect(savedClipRect);
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}
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void GuiShaderEditor::onRender(Point2I offset, const RectI& updateRect)
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{
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offset += mViewOffset;
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GFXDrawUtil* drawer = GFX->getDrawUtil();
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// render our nodes.
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renderConnections(offset, updateRect);
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renderNodes(offset, updateRect);
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if (mActive)
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{
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if (mMouseDownMode == DragConnection)
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{
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// something went wrong.... fix it fix it fix it.
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if (mTempConnection == NULL)
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return;
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else
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{
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// for temp connetion, nodeA is always the first node selected.
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Point2I start(Point2I::Zero);
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if (mTempConnection->inSocket != NULL)
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start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->inSocket->pos) + offset;
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else if(mTempConnection->outSocket != NULL)
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start = mTempConnection->nodeA->localToGlobalCoord(mTempConnection->outSocket->pos) + offset;
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RectI sockActive(start, Point2I(mNodeSize, mNodeSize));
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start += Point2I(mNodeSize / 2, mNodeSize / 2);
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drawThickLine(start, mLastMousePos + offset, mNodeSize/3);
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// draw socket overlay over the top of the line.
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sockActive.inset(1, 1);
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drawer->drawRectFill(sockActive, ColorI(255, 255, 255));
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}
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}
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// Draw selection rectangle last so it is rendered on top.
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if (mMouseDownMode == DragSelecting)
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{
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RectI b;
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getDragRect(b);
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b.point += offset;
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// Draw outline.
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drawer->drawRect(b, ColorI(100, 100, 100, 128));
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// Draw fill.
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b.inset(1, 1);
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drawer->drawRectFill(b, ColorI(150, 150, 150, 128));
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}
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}
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}
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bool GuiShaderEditor::onKeyDown(const GuiEvent& event)
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{
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if (!mActive)
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return Parent::onKeyDown(event);
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if (!(event.modifier & SI_PRIMARY_CTRL))
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{
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switch (event.keyCode)
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{
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case KEY_BACKSPACE:
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case KEY_DELETE:
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deleteSelection();
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return true;
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default:
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break;
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}
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}
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return false;
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}
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void GuiShaderEditor::onMouseDown(const GuiEvent& event)
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{
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if (!mActive)
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{
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Parent::onMouseDown(event);
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return;
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}
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setFirstResponder();
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// lock mouse
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mouseLock();
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// get mouse pos with our view offset and scale.
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mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
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GuiShaderNode* hitNode = findHitNode(mLastMousePos);
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if(findHitSocket(mLastMousePos))
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{
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// handled in hit socket.
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return;
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}
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else
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{
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if (event.modifier & SI_SHIFT)
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{
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startDragRectangle(mLastMousePos);
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mDragAddSelection = true;
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}
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else if (selectionContains(hitNode))
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{
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if (event.modifier & SI_MULTISELECT)
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{
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removeSelection(hitNode);
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setMouseMode(Selecting);
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}
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else if (event.modifier & SI_PRIMARY_ALT)
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{
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startDragClone(mLastMousePos);
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}
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else
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{
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startDragMove(mLastMousePos);
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}
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}
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else
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{
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if (hitNode == NULL)
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{
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startDragRectangle(mLastMousePos);
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mDragAddSelection = false;
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}
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else if (event.modifier & SI_PRIMARY_ALT && hitNode != NULL)
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{
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// Alt is down. Start a drag clone.
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clearSelection();
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addSelection(hitNode);
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startDragClone(mLastMousePos);
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}
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else if (event.modifier & SI_MULTISELECT)
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{
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addSelection(hitNode);
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}
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else
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{
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// Clicked on node. Start move.
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clearSelection();
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addSelection(hitNode);
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startDragMove(mLastMousePos);
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}
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}
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}
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}
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void GuiShaderEditor::onMouseUp(const GuiEvent& event)
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{
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if (!mActive)
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{
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Parent::onMouseUp(event);
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return;
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}
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//unlock the mouse
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mouseUnlock();
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// Reset Drag Axis Alignment Information
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mDragBeginPoint.set(-1, -1);
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mDragBeginPoints.clear();
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// get mouse pos with our view offset and scale.
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mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
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if (mMouseDownMode == DragConnection)
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{
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U32 ret = finishConnection(mLastMousePos);
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if (ret == 1) // we set the input on mouse up, nodeB is the inputSocket, swap order.
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{
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NodeConnection* conn = new NodeConnection();
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conn->nodeA = mTempConnection->nodeB;
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conn->nodeB = mTempConnection->nodeA;
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conn->inSocket = mTempConnection->inSocket;
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conn->outSocket = mTempConnection->outSocket;
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mCurrConnections.push_back(conn);
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}
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if (ret == 2) // we set the output on mouse up, nodeB is the outputSocket
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{
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NodeConnection* conn = new NodeConnection();
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conn->nodeA = mTempConnection->nodeA;
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conn->nodeB = mTempConnection->nodeB;
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conn->inSocket = mTempConnection->inSocket;
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conn->outSocket = mTempConnection->outSocket;
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mCurrConnections.push_back(conn);
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}
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mTempConnection = NULL;
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}
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if (mMouseDownMode == DragSelecting)
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{
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if (!(event.modifier & SI_MULTISELECT) && !mDragAddSelection)
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clearSelection();
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RectI rect;
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getDragRect(rect);
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if (rect.extent.x <= 2 && rect.extent.y <= 2)
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{
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addSelectionAtPoint(rect.point);
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}
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else
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{
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Vector< GuiShaderNode* > hits;
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findNodesInRect(rect, hits);
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for (GuiShaderNode* node : hits)
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{
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addSelection(node);
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}
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}
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}
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//reset the mouse mode
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setFirstResponder();
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setMouseMode(Selecting);
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}
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void GuiShaderEditor::onMouseDragged(const GuiEvent& event)
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{
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if (!mActive)
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{
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Parent::onMouseDragged(event);
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return;
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}
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// get mouse pos with our view offset and scale.
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Point2I mousePoint = globalToLocalCoord(event.mousePoint) - mViewOffset;
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if (mMouseDownMode == DragClone)
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{
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// If we haven't yet crossed the mouse delta to actually start the
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// clone, check if we have now.
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S32 delta = mAbs((mousePoint - mDragBeginPoint).len());
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if (delta >= 4)
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{
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cloneSelection();
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mLastMousePos = mDragBeginPoint;
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mDragMoveUndo = false;
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setMouseMode(MovingSelection);
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}
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}
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if (mMouseDownMode == MovingSelection && mSelectedNodes.size())
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{
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Point2I delta = mousePoint - mLastMousePos;
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RectI selBounds = getSelectionBounds();
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if (delta.x || delta.y)
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moveSelection(delta, mDragMoveUndo);
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|
|
mLastMousePos += delta;
|
|
}
|
|
else
|
|
mLastMousePos = mousePoint;
|
|
}
|
|
|
|
void GuiShaderEditor::onMiddleMouseDown(const GuiEvent& event)
|
|
{
|
|
if (!mActive)
|
|
{
|
|
Parent::onMiddleMouseDown(event);
|
|
return;
|
|
}
|
|
|
|
setFirstResponder();
|
|
|
|
// lock mouse
|
|
mouseLock();
|
|
|
|
// get mouse pos with our view offset and scale.
|
|
mLastMousePos = globalToLocalCoord(event.mousePoint);
|
|
|
|
setMouseMode(DragPanning);
|
|
getRoot()->showCursor(false);
|
|
}
|
|
|
|
void GuiShaderEditor::onMiddleMouseUp(const GuiEvent& event)
|
|
{
|
|
if (!mActive)
|
|
{
|
|
Parent::onMiddleMouseUp(event);
|
|
return;
|
|
}
|
|
|
|
getRoot()->showCursor(true);
|
|
|
|
//unlock the mouse
|
|
mouseUnlock();
|
|
|
|
// Reset Drag Axis Alignment Information
|
|
mDragBeginPoint.set(-1, -1);
|
|
mDragBeginPoints.clear();
|
|
|
|
// get mouse pos with our view offset and scale.
|
|
mLastMousePos = globalToLocalCoord(event.mousePoint);
|
|
|
|
setFirstResponder();
|
|
setMouseMode(Selecting);
|
|
}
|
|
|
|
void GuiShaderEditor::onMiddleMouseDragged(const GuiEvent& event)
|
|
{
|
|
if (!mActive)
|
|
{
|
|
Parent::onMiddleMouseDragged(event);
|
|
return;
|
|
}
|
|
|
|
// get mouse pos with our view offset and scale.
|
|
Point2I mousePoint = globalToLocalCoord(event.mousePoint);
|
|
|
|
if (mMouseDownMode == DragPanning)
|
|
{
|
|
Point2I delta = mousePoint - mLastMousePos;
|
|
// invert it
|
|
if (delta.x || delta.y)
|
|
mViewOffset += -delta;
|
|
|
|
mLastMousePos += delta;
|
|
}
|
|
else
|
|
mLastMousePos = mousePoint;
|
|
}
|
|
|
|
bool GuiShaderEditor::onMouseWheelUp(const GuiEvent& event)
|
|
{
|
|
if (!mActive || !mAwake || !mVisible)
|
|
return Parent::onMouseWheelUp(event);
|
|
|
|
mZoomScale *= 1.1;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool GuiShaderEditor::onMouseWheelDown(const GuiEvent& event)
|
|
{
|
|
if (!mActive || !mAwake || !mVisible)
|
|
return Parent::onMouseWheelDown(event);
|
|
|
|
mZoomScale *= 0.9;
|
|
|
|
return true;
|
|
}
|
|
|
|
RectI GuiShaderEditor::getSelectionBounds()
|
|
{
|
|
|
|
Vector<GuiShaderNode*>::const_iterator i = mSelectedNodes.begin();
|
|
|
|
Point2I minPos = (*i)->localToGlobalCoord(Point2I(0, 0));
|
|
Point2I maxPos = minPos;
|
|
|
|
for (; i != mSelectedNodes.end(); i++)
|
|
{
|
|
Point2I iPos = (**i).localToGlobalCoord(Point2I(0, 0));
|
|
|
|
minPos.x = getMin(iPos.x, minPos.x);
|
|
minPos.y = getMin(iPos.y, minPos.y);
|
|
|
|
Point2I iExt = (**i).getExtent();
|
|
|
|
iPos.x += iExt.x;
|
|
iPos.y += iExt.y;
|
|
|
|
maxPos.x = getMax(iPos.x, maxPos.x);
|
|
maxPos.y = getMax(iPos.y, maxPos.y);
|
|
}
|
|
|
|
minPos = globalToLocalCoord(minPos);
|
|
maxPos = globalToLocalCoord(maxPos);
|
|
|
|
return RectI(minPos.x, minPos.y, (maxPos.x - minPos.x), (maxPos.y - minPos.y));
|
|
}
|
|
|
|
void GuiShaderEditor::deleteSelection()
|
|
{
|
|
for (GuiShaderNode* node : mSelectedNodes)
|
|
{
|
|
mTrash->addObject(node);
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (NodeOutput* output : node->mOutputNodes)
|
|
{
|
|
NodeConnection* conn;
|
|
if (hasConnection(output, 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
|
|
if (i != mCurrNodes.end())
|
|
mCurrNodes.erase(i);
|
|
}
|
|
|
|
clearSelection();
|
|
}
|
|
|
|
void GuiShaderEditor::moveSelection(const Point2I& delta, bool callback)
|
|
{
|
|
for (GuiShaderNode* node : mSelectedNodes)
|
|
{
|
|
node->setPosition(node->getPosition() + delta);
|
|
}
|
|
}
|
|
|
|
void GuiShaderEditor::clearSelection()
|
|
{
|
|
mSelectedNodes.clear();
|
|
}
|
|
|
|
void GuiShaderEditor::cloneSelection()
|
|
{
|
|
Vector<GuiShaderNode*> newSelection;
|
|
|
|
for (GuiShaderNode* node : mSelectedNodes)
|
|
{
|
|
GuiShaderNode* clone = dynamic_cast<GuiShaderNode*>(node->deepClone());
|
|
if (clone)
|
|
newSelection.push_back(clone);
|
|
}
|
|
|
|
clearSelection();
|
|
|
|
for (GuiShaderNode* cloneNode : newSelection)
|
|
{
|
|
mCurrNodes.push_back(cloneNode);
|
|
addSelection(cloneNode);
|
|
}
|
|
}
|
|
|
|
void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
|
|
{
|
|
// turn hit off on already selected nodes.
|
|
canHitSelectedNodes(false);
|
|
|
|
GuiShaderNode* node = findHitNode(pos);
|
|
|
|
// reset hit status.
|
|
canHitSelectedNodes();
|
|
|
|
if (node)
|
|
addSelection(node);
|
|
}
|
|
|
|
void GuiShaderEditor::addSelection(GuiShaderNode* inNode)
|
|
{
|
|
if (inNode != NULL && !selectionContains(inNode))
|
|
{
|
|
mSelectedNodes.push_back(inNode);
|
|
}
|
|
}
|
|
|
|
bool GuiShaderEditor::selectionContains(GuiShaderNode* inNode)
|
|
{
|
|
for (GuiShaderNode* node : mSelectedNodes)
|
|
{
|
|
if (node == inNode)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void GuiShaderEditor::removeSelection(GuiShaderNode* inNode)
|
|
{
|
|
if (selectionContains(inNode))
|
|
{
|
|
Vector< GuiShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
|
|
if (i != mSelectedNodes.end())
|
|
mSelectedNodes.erase(i);
|
|
}
|
|
}
|
|
|
|
void GuiShaderEditor::canHitSelectedNodes(bool state)
|
|
{
|
|
for (GuiShaderNode* node : mSelectedNodes)
|
|
node->setCanHit(state);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Input handling
|
|
//-----------------------------------------------------------------------------
|
|
|
|
GuiShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
|
|
{
|
|
for (GuiShaderNode* node : mCurrNodes)
|
|
{
|
|
if (node->pointInControl(pt))
|
|
{
|
|
// selecting one node, push it to the front of the mcurrnodes stack so its rendered on top.
|
|
Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
|
|
if (i != mCurrNodes.end())
|
|
{
|
|
mCurrNodes.erase(i);
|
|
mCurrNodes.insert(mCurrNodes.begin(), node);
|
|
}
|
|
|
|
return node;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
bool GuiShaderEditor::findHitSocket(const Point2I& pt)
|
|
{
|
|
Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
|
|
Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
|
|
|
|
for (GuiShaderNode* node : mCurrNodes)
|
|
{
|
|
for (NodeInput* inNode : node->mInputNodes)
|
|
{
|
|
Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
|
|
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
|
|
|
S32 xt = offsetPoint.x - box.point.x;
|
|
S32 yt = offsetPoint.y - box.point.y;
|
|
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
|
{
|
|
mTempConnection = new NodeConnection();
|
|
mTempConnection->nodeA = node;
|
|
mTempConnection->inSocket = inNode;
|
|
setMouseMode(DragConnection);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
for (NodeOutput* outNode : node->mOutputNodes)
|
|
{
|
|
Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
|
|
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
|
|
|
S32 xt = offsetPoint.x - box.point.x;
|
|
S32 yt = offsetPoint.y - box.point.y;
|
|
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
|
{
|
|
mTempConnection = new NodeConnection();
|
|
mTempConnection->nodeA = node;
|
|
mTempConnection->outSocket = outNode;
|
|
setMouseMode(DragConnection);
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
U32 GuiShaderEditor::finishConnection(const Point2I& pt)
|
|
{
|
|
Point2I parentOffset = localToGlobalCoord(getPosition()) + mViewOffset;
|
|
Point2I offsetPoint = pt + localToGlobalCoord(getPosition());
|
|
|
|
for (GuiShaderNode* node : mCurrNodes)
|
|
{
|
|
for (NodeInput* inNode : node->mInputNodes)
|
|
{
|
|
Point2I offSet = node->localToGlobalCoord(inNode->pos) + parentOffset;
|
|
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
|
|
|
S32 xt = offsetPoint.x - box.point.x;
|
|
S32 yt = offsetPoint.y - box.point.y;
|
|
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
|
{
|
|
if (mTempConnection->nodeA == node || mTempConnection->inSocket != NULL)
|
|
return false;
|
|
|
|
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())
|
|
{
|
|
mCurrConnections.erase(i);
|
|
}
|
|
}
|
|
|
|
mTempConnection->nodeB = node;
|
|
mTempConnection->inSocket = inNode;
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
for (NodeOutput* outNode : node->mOutputNodes)
|
|
{
|
|
Point2I offSet = node->localToGlobalCoord(outNode->pos) + parentOffset;
|
|
RectI box(offSet.x, offSet.y, mNodeSize, mNodeSize);
|
|
|
|
S32 xt = offsetPoint.x - box.point.x;
|
|
S32 yt = offsetPoint.y - box.point.y;
|
|
if (xt >= 0 && yt >= 0 && xt < box.extent.x && yt < box.extent.y)
|
|
{
|
|
if (mTempConnection->nodeA == node || mTempConnection->outSocket != NULL)
|
|
return false;
|
|
|
|
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())
|
|
{
|
|
mCurrConnections.erase(i);
|
|
}
|
|
}
|
|
|
|
mTempConnection->nodeB = node;
|
|
mTempConnection->outSocket = outNode;
|
|
return 2;
|
|
}
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket)
|
|
{
|
|
for (NodeConnection* con : mCurrConnections)
|
|
{
|
|
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GuiShaderEditor::hasConnection(NodeSocket* inSocket, NodeConnection*& conn)
|
|
{
|
|
for (NodeConnection* con : mCurrConnections)
|
|
{
|
|
if (con->inSocket == dynamic_cast<NodeInput*>(inSocket) || con->outSocket == dynamic_cast<NodeOutput*>(inSocket))
|
|
{
|
|
if (conn != nullptr)
|
|
conn = con;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
|
|
{
|
|
canHitSelectedNodes(false);
|
|
for (GuiShaderNode* node : mCurrNodes)
|
|
{
|
|
if (node->getBounds().overlaps(rect))
|
|
{
|
|
outResult.push_back(node);
|
|
}
|
|
}
|
|
|
|
canHitSelectedNodes();
|
|
}
|
|
|
|
void GuiShaderEditor::getDragRect(RectI& box)
|
|
{
|
|
box.point.x = getMin(mLastMousePos.x, mSelectionAnchor.x);
|
|
box.extent.x = getMax(mLastMousePos.x, mSelectionAnchor.x) - box.point.x + 1;
|
|
box.point.y = getMin(mLastMousePos.y, mSelectionAnchor.y);
|
|
box.extent.y = getMax(mLastMousePos.y, mSelectionAnchor.y) - box.point.y + 1;
|
|
}
|
|
|
|
void GuiShaderEditor::startDragMove(const Point2I& startPoint)
|
|
{
|
|
mDragMoveUndo = true;
|
|
|
|
mDragBeginPoint = startPoint;
|
|
|
|
mDragBeginPoints.reserve(mSelectedNodes.size());
|
|
|
|
for (GuiShaderNode* node : mSelectedNodes)
|
|
{
|
|
mDragBeginPoints.push_back(node->getPosition());
|
|
}
|
|
|
|
setMouseMode(MovingSelection);
|
|
|
|
}
|
|
|
|
void GuiShaderEditor::startDragRectangle(const Point2I& startPoint)
|
|
{
|
|
mSelectionAnchor = startPoint;
|
|
setMouseMode(DragSelecting);
|
|
}
|
|
|
|
void GuiShaderEditor::startDragClone(const Point2I& startPoint)
|
|
{
|
|
mDragBeginPoint = startPoint;
|
|
setMouseMode(DragClone);
|
|
}
|
|
|
|
void GuiShaderEditor::setMouseMode(mouseModes mode)
|
|
{
|
|
if (mMouseDownMode != mode)
|
|
{
|
|
mMouseDownMode = mode;
|
|
}
|
|
}
|
|
|
|
void GuiShaderEditor::addNode(GuiShaderNode* newNode)
|
|
{
|
|
mCurrNodes.push_back(newNode);
|
|
}
|
|
|