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https://github.com/TorqueGameEngines/Torque3D.git
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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.
146 lines
5 KiB
C++
146 lines
5 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 _GUISHADEREDITOR_H_
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#define _GUISHADEREDITOR_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 _UNDO_H_
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#include "util/undo.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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#ifndef _SHADERNODE_H_
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#include "gui/shaderEditor/nodes/shaderNode.h"
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#endif // !_SHADERNODE_H_
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struct NodeConnection
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{
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// keep track of the nodes hit.
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GuiShaderNode* nodeA = NULL;
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GuiShaderNode* nodeB = NULL;
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// keep track of the sockets.
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NodeInput* inSocket = NULL;
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NodeOutput* outSocket = NULL;
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};
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class GuiShaderEditor : public GuiControl
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{
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public:
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typedef GuiControl Parent;
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enum mouseModes { Selecting, MovingSelection, DragPanning, DragConnection, DragSelecting, DragClone };
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protected:
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// list
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typedef Vector<GuiShaderNode*> ShaderNodeVector;
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typedef Vector<NodeConnection*> ShderNodeConnections;
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// all nodes in this graph.
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ShaderNodeVector mCurrNodes;
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ShderNodeConnections mCurrConnections;
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NodeConnection* mTempConnection;
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// Undo
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SimGroup* mTrash;
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// view controls
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Point2I mViewOffset;
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F32 mZoomScale;
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// mouse interaction
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mouseModes mMouseDownMode;
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Point2I mLastMousePos;
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Point2I mLastDragPos;
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Point2I mSelectionAnchor;
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Point2I mDragBeginPoint;
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Vector<Point2I> mDragBeginPoints;
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bool mDragAddSelection;
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bool mDragMoveUndo;
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bool mFullBoxSelection;
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S32 mNodeSize;
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ShaderNodeVector mSelectedNodes;
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void renderNodes(Point2I offset, const RectI& updateRect);
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void renderConnections(Point2I offset, const RectI& updateRect);
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// functions for handling mouse events.
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GuiShaderNode* findHitNode(const Point2I& pt);
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bool findHitSocket(const Point2I& pt);
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U32 finishConnection(const Point2I& pt);
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bool hasConnection(NodeSocket* inSocket);
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bool hasConnection(NodeSocket* inSocket, NodeConnection*& conn);
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void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);
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void getDragRect(RectI& box);
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void startDragMove(const Point2I& startPoint);
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void startDragRectangle(const Point2I& startPoint);
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void startDragClone(const Point2I& startPoint);
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void setMouseMode(mouseModes mode);
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void addNode(GuiShaderNode* newNode);
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public:
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GuiShaderEditor();
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DECLARE_CONOBJECT(GuiShaderEditor);
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DECLARE_CATEGORY("Shader Editor");
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DECLARE_DESCRIPTION("Implements a shader node based editor.");
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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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virtual void onPreRender() override;
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void drawThickLine(const Point2I& pt1, const Point2I& pt2, U32 thickness = 2, ColorI col1 = ColorI(255, 255, 255), ColorI col2 = ColorI(255, 255, 255));
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virtual void onRender(Point2I offset, const RectI& updateRect) override;
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// interaction
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virtual bool onKeyDown(const GuiEvent& event) override;
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virtual void onMouseDown(const GuiEvent& event) override;
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virtual void onMouseUp(const GuiEvent& event) override;
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virtual void onMouseDragged(const GuiEvent& event) override;
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virtual void onMiddleMouseDown(const GuiEvent& event) override;
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virtual void onMiddleMouseUp(const GuiEvent& event) override;
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virtual void onMiddleMouseDragged(const GuiEvent& event) override;
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virtual bool onMouseWheelUp(const GuiEvent& event) override;
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virtual bool onMouseWheelDown(const GuiEvent& event) override;
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RectI getSelectionBounds();
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void deleteSelection();
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void moveSelection(const Point2I& delta, bool callback = true);
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void clearSelection();
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void cloneSelection();
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void addSelectionAtPoint(const Point2I& pos);
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void addSelection(GuiShaderNode* inNode);
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bool selectionContains(GuiShaderNode* inNode);
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void removeSelection(GuiShaderNode* inNode);
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void canHitSelectedNodes(bool state = true);
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};
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#endif _GUISHADEREDITOR_H_
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