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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.
52 lines
2.3 KiB
C++
52 lines
2.3 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/nodes/materialOutputNode.h"
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//-----------------------------------------------------------------
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// BRDF Output Node.
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//-----------------------------------------------------------------
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IMPLEMENT_CONOBJECT(BRDFOutputNode);
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ConsoleDocClass(BRDFOutputNode,
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"@brief Deferred Material output.\n\n"
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"Editor use only.\n\n"
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"@internal"
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);
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BRDFOutputNode::BRDFOutputNode()
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: GuiShaderNode()
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{
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mNodeType = NodeTypes::Output;
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mInputNodes.push_back(new NodeInput("Albedo", DataDimensions::Vector3));
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mInputNodes.push_back(new NodeInput("Normal", DataDimensions::Vector3));
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mInputNodes.push_back(new NodeInput("Ambient Occlusion", DataDimensions::Scalar));
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mInputNodes.push_back(new NodeInput("Metallic", DataDimensions::Scalar));
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mInputNodes.push_back(new NodeInput("Roughness", DataDimensions::Scalar));
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mInputNodes.push_back(new NodeInput("Emissive Color", DataDimensions::Vector3));
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mInputNodes.push_back(new NodeInput("Opacity", DataDimensions::Scalar));
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mTitle = "Standard BRDF";
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}
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