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deleteSelection when an output node had multiple connections only the first one was deleted, needed a new function to return a vector of connections that are now looped and deleted at the end of delete selection. few other minor additions and fixes.
40 lines
1.8 KiB
C++
40 lines
1.8 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 "gui/shaderEditor/guiShaderNode.h"
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//-----------------------------------------------------------------
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// Put all material output nodes here.
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//-----------------------------------------------------------------
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class BRDFOutputNode : public GuiShaderNode
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{
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typedef GuiShaderNode Parent;
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public:
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BRDFOutputNode();
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// is the parent that all other nodes are derived from.
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DECLARE_CONOBJECT(BRDFOutputNode);
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DECLARE_CATEGORY("Shader Output");
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DECLARE_DESCRIPTION("Deferred Material output.");
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};
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