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more options for nodes

render nodes with GuiShaderEditor border colors
node size now changable.
marauder2k7 преди 1 година
родител
ревизия
155dfe0c69

+ 86 - 32
Engine/source/gui/shaderEditor/guiShaderEditor.cpp

@@ -30,6 +30,7 @@
 #include "gui/core/guiCanvas.h"
 #include "gui/core/guiCanvas.h"
 #include "console/engineAPI.h"
 #include "console/engineAPI.h"
 #include "console/script.h"
 #include "console/script.h"
+#include "console/typeValidators.h"
 
 
 IMPLEMENT_CONOBJECT(GuiShaderEditor);
 IMPLEMENT_CONOBJECT(GuiShaderEditor);
 
 
@@ -55,10 +56,10 @@ GuiShaderEditor::GuiShaderEditor()
    mMouseDownMode = GuiShaderEditor::Selecting;
    mMouseDownMode = GuiShaderEditor::Selecting;
 
 
    mTrash = NULL;
    mTrash = NULL;
-
+   mNodeSize = 10;
    // test
    // test
-   mCurrNodes.push_back(new ShaderNode());
-   mCurrNodes.push_back(new ShaderNode());
+   mCurrNodes.push_back(new GuiShaderNode());
+   mCurrNodes.push_back(new GuiShaderNode());
 }
 }
 
 
 bool GuiShaderEditor::onWake()
 bool GuiShaderEditor::onWake()
@@ -74,12 +75,20 @@ void GuiShaderEditor::onSleep()
    Parent::onSleep();
    Parent::onSleep();
 }
 }
 
 
+// anything smaller than 4 is way too small....
+IRangeValidator nodeSizeRange(4, 30);
+
 void GuiShaderEditor::initPersistFields()
 void GuiShaderEditor::initPersistFields()
 {
 {
    docsURL;
    docsURL;
+   addGroup("Node Settings");
+      addFieldV("nodeSize", TypeS32, Offset(mNodeSize, GuiShaderEditor),&nodeSizeRange,
+         "Size of nodes.");
+   endGroup("Node Settings");
+
    addGroup("Selection");
    addGroup("Selection");
-   addField("fullBoxSelection", TypeBool, Offset(mFullBoxSelection, GuiShaderEditor),
-      "If true, rectangle selection will only select controls fully inside the drag rectangle.");
+      addField("fullBoxSelection", TypeBool, Offset(mFullBoxSelection, GuiShaderEditor),
+         "If true, rectangle selection will only select controls fully inside the drag rectangle.");
    endGroup("Selection");
    endGroup("Selection");
    Parent::initPersistFields();
    Parent::initPersistFields();
 }
 }
@@ -106,12 +115,12 @@ void GuiShaderEditor::onRemove()
 
 
    mTrash = NULL;
    mTrash = NULL;
 
 
-   for (ShaderNode* node : mCurrNodes)
+   for (GuiShaderNode* node : mCurrNodes)
    {
    {
       SAFE_DELETE(node);
       SAFE_DELETE(node);
    }
    }
 
 
-   for (ShaderNode* node : mSelectedNodes)
+   for (GuiShaderNode* node : mSelectedNodes)
    {
    {
       SAFE_DELETE(node);
       SAFE_DELETE(node);
    }
    }
@@ -134,8 +143,12 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
    RectI clipRect = updateRect;
    RectI clipRect = updateRect;
    clipRect.inset(2, 2);
    clipRect.inset(2, 2);
 
 
-   for (ShaderNode* node : mCurrNodes)
+   GFXDrawUtil* drawer = GFX->getDrawUtil();
+
+   // render nodes in reverse order.
+   for (ShaderNodeVector::iterator i = mCurrNodes.end(); i-- != mCurrNodes.begin(); )
    {
    {
+      GuiShaderNode* node = *i;
       // this is useful for sub node graphs.
       // this is useful for sub node graphs.
       if (node->isVisible())
       if (node->isVisible())
       {
       {
@@ -155,7 +168,39 @@ void GuiShaderEditor::renderNodes(Point2I offset, const RectI& updateRect)
          {
          {
             GFX->setClipRect(childClip);
             GFX->setClipRect(childClip);
             GFX->setStateBlock(mDefaultGuiSB);
             GFX->setStateBlock(mDefaultGuiSB);
-            node->onRender(childPos, childClip);
+            node->onRender(childPos, childClip, mNodeSize);
+         }
+
+         GFX->setClipRect(clipRect);
+         GFX->setStateBlock(mDefaultGuiSB);
+         for (NodeInput* input : node->mInputNodes)
+         {
+            Point2I pos = node->localToGlobalCoord(input->pos) + offset;
+
+            ColorI border = mProfile->mBorderColor;
+
+            if (node->mSelected)
+               border = mProfile->mBorderColorSEL;
+
+            RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
+            drawer->drawRect(socketRect, border);
+            socketRect.inset(1, 1);
+            drawer->drawRectFill(socketRect, mProfile->mFillColor);
+         }
+
+         for (NodeOutput* output : node->mOutputNodes)
+         {
+            Point2I pos = node->localToGlobalCoord(output->pos) + offset;
+
+            ColorI border = mProfile->mBorderColor;
+
+            if (node->mSelected)
+               border = mProfile->mBorderColorSEL;
+
+            RectI socketRect(pos, Point2I(mNodeSize, mNodeSize));
+            drawer->drawRect(socketRect, border);
+            socketRect.inset(1, 1);
+            drawer->drawRectFill(socketRect, mProfile->mFillColor);
          }
          }
       }
       }
    }
    }
@@ -227,7 +272,7 @@ void GuiShaderEditor::onMouseDown(const GuiEvent& event)
    // get mouse pos with our view offset and scale.
    // get mouse pos with our view offset and scale.
    mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
    mLastMousePos = globalToLocalCoord(event.mousePoint) - mViewOffset;
 
 
-   ShaderNode* hitNode = findHitNode(mLastMousePos);
+   GuiShaderNode* hitNode = findHitNode(mLastMousePos);
 
 
    if (event.modifier & SI_SHIFT)
    if (event.modifier & SI_SHIFT)
    {
    {
@@ -311,10 +356,10 @@ void GuiShaderEditor::onMouseUp(const GuiEvent& event)
       }
       }
       else
       else
       {
       {
-         Vector< ShaderNode* > hits;
+         Vector< GuiShaderNode* > hits;
          findNodesInRect(rect, hits);
          findNodesInRect(rect, hits);
 
 
-         for (ShaderNode* node : hits)
+         for (GuiShaderNode* node : hits)
          {
          {
             addSelection(node);
             addSelection(node);
          }
          }
@@ -458,7 +503,7 @@ bool GuiShaderEditor::onMouseWheelDown(const GuiEvent& event)
 RectI GuiShaderEditor::getSelectionBounds()
 RectI GuiShaderEditor::getSelectionBounds()
 {
 {
 
 
-   Vector<ShaderNode*>::const_iterator i = mSelectedNodes.begin();
+   Vector<GuiShaderNode*>::const_iterator i = mSelectedNodes.begin();
 
 
    Point2I minPos = (*i)->localToGlobalCoord(Point2I(0, 0));
    Point2I minPos = (*i)->localToGlobalCoord(Point2I(0, 0));
    Point2I maxPos = minPos;
    Point2I maxPos = minPos;
@@ -487,11 +532,11 @@ RectI GuiShaderEditor::getSelectionBounds()
 
 
 void GuiShaderEditor::deleteSelection()
 void GuiShaderEditor::deleteSelection()
 {
 {
-   for (ShaderNode* node : mSelectedNodes)
+   for (GuiShaderNode* node : mSelectedNodes)
    {
    {
       mTrash->addObject(node);
       mTrash->addObject(node);
 
 
-      Vector< ShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
+      Vector< GuiShaderNode* >::iterator i = T3D::find(mCurrNodes.begin(), mCurrNodes.end(), node);
       if (i != mCurrNodes.end())
       if (i != mCurrNodes.end())
          mCurrNodes.erase(i);
          mCurrNodes.erase(i);
    }
    }
@@ -501,7 +546,7 @@ void GuiShaderEditor::deleteSelection()
 
 
 void GuiShaderEditor::moveSelection(const Point2I& delta, bool callback)
 void GuiShaderEditor::moveSelection(const Point2I& delta, bool callback)
 {
 {
-   for (ShaderNode* node : mSelectedNodes)
+   for (GuiShaderNode* node : mSelectedNodes)
    {
    {
       node->setPosition(node->getPosition() + delta);
       node->setPosition(node->getPosition() + delta);
    }
    }
@@ -514,19 +559,20 @@ void GuiShaderEditor::clearSelection()
 
 
 void GuiShaderEditor::cloneSelection()
 void GuiShaderEditor::cloneSelection()
 {
 {
-   Vector<ShaderNode*> newSelection;
+   Vector<GuiShaderNode*> newSelection;
 
 
-   for (ShaderNode* node : mSelectedNodes)
+   for (GuiShaderNode* node : mSelectedNodes)
    {
    {
-      ShaderNode* clone = dynamic_cast<ShaderNode*>(node->deepClone());
+      GuiShaderNode* clone = dynamic_cast<GuiShaderNode*>(node->deepClone());
       if (clone)
       if (clone)
          newSelection.push_back(clone);
          newSelection.push_back(clone);
    }
    }
 
 
    clearSelection();
    clearSelection();
 
 
-   for (ShaderNode* cloneNode : newSelection)
+   for (GuiShaderNode* cloneNode : newSelection)
    {
    {
+      mCurrNodes.push_back(cloneNode);
       addSelection(cloneNode);
       addSelection(cloneNode);
    }
    }
 }
 }
@@ -536,7 +582,7 @@ void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
    // turn hit off on already selected nodes.
    // turn hit off on already selected nodes.
    canHitSelectedNodes(false);
    canHitSelectedNodes(false);
 
 
-   ShaderNode* node = findHitNode(pos);
+   GuiShaderNode* node = findHitNode(pos);
 
 
    // reset hit status.
    // reset hit status.
    canHitSelectedNodes();
    canHitSelectedNodes();
@@ -545,7 +591,7 @@ void GuiShaderEditor::addSelectionAtPoint(const Point2I& pos)
       addSelection(node);
       addSelection(node);
 }
 }
 
 
-void GuiShaderEditor::addSelection(ShaderNode* inNode)
+void GuiShaderEditor::addSelection(GuiShaderNode* inNode)
 {
 {
    if (inNode != NULL && !selectionContains(inNode))
    if (inNode != NULL && !selectionContains(inNode))
    {
    {
@@ -553,9 +599,9 @@ void GuiShaderEditor::addSelection(ShaderNode* inNode)
    }
    }
 }
 }
 
 
-bool GuiShaderEditor::selectionContains(ShaderNode* inNode)
+bool GuiShaderEditor::selectionContains(GuiShaderNode* inNode)
 {
 {
-   for (ShaderNode* node : mSelectedNodes)
+   for (GuiShaderNode* node : mSelectedNodes)
    {
    {
       if (node == inNode)
       if (node == inNode)
          return true;
          return true;
@@ -564,11 +610,11 @@ bool GuiShaderEditor::selectionContains(ShaderNode* inNode)
    return false;
    return false;
 }
 }
 
 
-void GuiShaderEditor::removeSelection(ShaderNode* inNode)
+void GuiShaderEditor::removeSelection(GuiShaderNode* inNode)
 {
 {
    if (selectionContains(inNode))
    if (selectionContains(inNode))
    {
    {
-      Vector< ShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
+      Vector< GuiShaderNode* >::iterator i = T3D::find(mSelectedNodes.begin(), mSelectedNodes.end(), inNode);
       if (i != mSelectedNodes.end())
       if (i != mSelectedNodes.end())
          mSelectedNodes.erase(i);
          mSelectedNodes.erase(i);
    }
    }
@@ -576,7 +622,7 @@ void GuiShaderEditor::removeSelection(ShaderNode* inNode)
 
 
 void GuiShaderEditor::canHitSelectedNodes(bool state)
 void GuiShaderEditor::canHitSelectedNodes(bool state)
 {
 {
-   for (ShaderNode* node : mSelectedNodes)
+   for (GuiShaderNode* node : mSelectedNodes)
       node->setCanHit(state);
       node->setCanHit(state);
 }
 }
 
 
@@ -584,12 +630,20 @@ void GuiShaderEditor::canHitSelectedNodes(bool state)
 // Input handling
 // Input handling
 //-----------------------------------------------------------------------------
 //-----------------------------------------------------------------------------
 
 
-ShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
+GuiShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
 {
 {
-   for (ShaderNode* node : mCurrNodes)
+   for (GuiShaderNode* node : mCurrNodes)
    {
    {
       if (node->pointInControl(pt))
       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 node;
       }
       }
    }
    }
@@ -597,10 +651,10 @@ ShaderNode* GuiShaderEditor::findHitNode(const Point2I& pt)
    return nullptr;
    return nullptr;
 }
 }
 
 
-void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<ShaderNode*>& outResult)
+void GuiShaderEditor::findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult)
 {
 {
    canHitSelectedNodes(false);
    canHitSelectedNodes(false);
-   for (ShaderNode* node : mCurrNodes)
+   for (GuiShaderNode* node : mCurrNodes)
    {
    {
       if (node->getBounds().overlaps(rect))
       if (node->getBounds().overlaps(rect))
       {
       {
@@ -627,7 +681,7 @@ void GuiShaderEditor::startDragMove(const Point2I& startPoint)
 
 
    mDragBeginPoints.reserve(mSelectedNodes.size());
    mDragBeginPoints.reserve(mSelectedNodes.size());
 
 
-   for (ShaderNode* node : mSelectedNodes)
+   for (GuiShaderNode* node : mSelectedNodes)
    {
    {
       mDragBeginPoints.push_back(node->getPosition());
       mDragBeginPoints.push_back(node->getPosition());
    }
    }

+ 7 - 6
Engine/source/gui/shaderEditor/guiShaderEditor.h

@@ -48,7 +48,7 @@ public:
 protected:
 protected:
 
 
    // list
    // list
-   typedef Vector<ShaderNode*> ShaderNodeVector;
+   typedef Vector<GuiShaderNode*> ShaderNodeVector;
    // all nodes in this graph.
    // all nodes in this graph.
    ShaderNodeVector mCurrNodes;
    ShaderNodeVector mCurrNodes;
 
 
@@ -68,13 +68,14 @@ protected:
    bool mDragAddSelection;
    bool mDragAddSelection;
    bool mDragMoveUndo;
    bool mDragMoveUndo;
    bool mFullBoxSelection;
    bool mFullBoxSelection;
+   S32 mNodeSize;
    ShaderNodeVector mSelectedNodes;
    ShaderNodeVector mSelectedNodes;
 
 
    void renderNodes(Point2I offset, const RectI& updateRect);
    void renderNodes(Point2I offset, const RectI& updateRect);
 
 
    // functions for handling mouse events.
    // functions for handling mouse events.
-   ShaderNode* findHitNode(const Point2I& pt);
-   void findNodesInRect(const RectI& rect, Vector<ShaderNode*>& outResult);
+   GuiShaderNode* findHitNode(const Point2I& pt);
+   void findNodesInRect(const RectI& rect, Vector<GuiShaderNode*>& outResult);
 
 
    void getDragRect(RectI& box);
    void getDragRect(RectI& box);
    void startDragMove(const Point2I& startPoint);
    void startDragMove(const Point2I& startPoint);
@@ -115,9 +116,9 @@ public:
    void clearSelection();
    void clearSelection();
    void cloneSelection();
    void cloneSelection();
    void addSelectionAtPoint(const Point2I& pos);
    void addSelectionAtPoint(const Point2I& pos);
-   void addSelection(ShaderNode* inNode);
-   bool selectionContains(ShaderNode* inNode);
-   void removeSelection(ShaderNode* inNode);
+   void addSelection(GuiShaderNode* inNode);
+   bool selectionContains(GuiShaderNode* inNode);
+   void removeSelection(GuiShaderNode* inNode);
    void canHitSelectedNodes(bool state = true);
    void canHitSelectedNodes(bool state = true);
 };
 };
 
 

+ 79 - 22
Engine/source/gui/shaderEditor/nodes/shaderNode.cpp

@@ -25,29 +25,46 @@
 
 
 #include "gui/core/guiCanvas.h"
 #include "gui/core/guiCanvas.h"
 
 
-IMPLEMENT_CONOBJECT(ShaderNode);
+IMPLEMENT_CONOBJECT(GuiShaderNode);
 
 
-ConsoleDocClass(ShaderNode,
+ConsoleDocClass(GuiShaderNode,
    "@brief Base class for all nodes to derive from.\n\n"
    "@brief Base class for all nodes to derive from.\n\n"
    "Editor use only.\n\n"
    "Editor use only.\n\n"
    "@internal"
    "@internal"
 );
 );
 
 
 
 
-ShaderNode::ShaderNode()
+GuiShaderNode::GuiShaderNode()
 {
 {
+   VECTOR_SET_ASSOCIATION(mInputNodes);
+   VECTOR_SET_ASSOCIATION(mOutputNodes);
+
    mTitle = "Default Node";
    mTitle = "Default Node";
    mSelected = false;
    mSelected = false;
-   mNodeType = NodeTypes::Uniform;
-   // fixed extent for all nodes, only height should be changed
-   setExtent(210, 100);
+   mNodeType = NodeTypes::Default;
+
 
 
    GuiControlProfile* profile = NULL;
    GuiControlProfile* profile = NULL;
-   if (Sim::findObject("ToolsGuiDefaultProfile", profile))
+   if (Sim::findObject("GuiShaderEditorProfile", profile))
       setControlProfile(profile);
       setControlProfile(profile);
+
+   mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
+   mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
+   mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
+   mInputNodes.push_back(new NodeInput("RGBA", DataDimensions::Dynamic));
+
+   mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
+   mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
+   mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
+   mOutputNodes.push_back(new NodeOutput("RGBA", DataDimensions::Dynamic));
+
+   // fixed extent for all nodes, only height should be changed
+   setExtent(210, 35);
+
+   mPrevNodeSize = -1;
 }
 }
 
 
-bool ShaderNode::onWake()
+bool GuiShaderNode::onWake()
 {
 {
    if (!Parent::onWake())
    if (!Parent::onWake())
       return false;
       return false;
@@ -55,18 +72,18 @@ bool ShaderNode::onWake()
    return true;
    return true;
 }
 }
 
 
-void ShaderNode::onSleep()
+void GuiShaderNode::onSleep()
 {
 {
    Parent::onSleep();
    Parent::onSleep();
 }
 }
 
 
-void ShaderNode::initPersistFields()
+void GuiShaderNode::initPersistFields()
 {
 {
    docsURL;
    docsURL;
    Parent::initPersistFields();
    Parent::initPersistFields();
 }
 }
 
 
-bool ShaderNode::onAdd()
+bool GuiShaderNode::onAdd()
 {
 {
    if (!Parent::onAdd())
    if (!Parent::onAdd())
       return false;
       return false;
@@ -74,12 +91,12 @@ bool ShaderNode::onAdd()
    return true;
    return true;
 }
 }
 
 
-void ShaderNode::onRemove()
+void GuiShaderNode::onRemove()
 {
 {
    Parent::onRemove();
    Parent::onRemove();
 }
 }
 
 
-void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
+void GuiShaderNode::onRender(Point2I offset, const RectI& updateRect, const S32 nodeSize)
 {
 {
    if (!mProfile)
    if (!mProfile)
       return Parent::onRender(offset, updateRect);
       return Parent::onRender(offset, updateRect);
@@ -94,10 +111,6 @@ void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
    drawer->drawRectFill(winRect, mProfile->mFillColor);
    drawer->drawRectFill(winRect, mProfile->mFillColor);
 
 
    // draw header
    // draw header
-   RectI headRect;
-   headRect.point = offset;
-   headRect.extent = Point2I(getExtent().x, 30);
-
    ColorI header(50, 50, 50, 128);
    ColorI header(50, 50, 50, 128);
 
 
    switch (mNodeType)
    switch (mNodeType)
@@ -131,28 +144,72 @@ void ShaderNode::onRender(Point2I offset, const RectI& updateRect)
       break;
       break;
    }
    }
 
 
+   RectI headRect;
+   U32 headerSize = 30;
+   headRect.point = offset;
+   headRect.extent = Point2I(getExtent().x, headerSize);
    drawer->drawRectFill(headRect, header);
    drawer->drawRectFill(headRect, header);
 
 
    // draw header text.
    // draw header text.
    U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
    U32 strWidth = mProfile->mFont->getStrWidth(mTitle.c_str());
-   Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (30 / 2) - (mProfile->mFont->getFontSize() / 2));
+   Point2I headerPos = Point2I((getExtent().x / 2) - (strWidth / 2), (headerSize / 2) - (mProfile->mFont->getFontSize() / 2));
    drawer->setBitmapModulation(mProfile->mFontColor);
    drawer->setBitmapModulation(mProfile->mFontColor);
    drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
    drawer->drawText(mProfile->mFont, headerPos + offset, mTitle);
    drawer->clearBitmapModulation();
    drawer->clearBitmapModulation();
 
 
-   ColorI border(128, 128, 128, 128);
+   ColorI border = mProfile->mBorderColor;
 
 
    if (mSelected)
    if (mSelected)
-      border = ColorI(128, 0, 128, 255);
+      border = mProfile->mBorderColorSEL;
 
 
    drawer->drawRect(winRect, border);
    drawer->drawRect(winRect, border);
 
 
+
+   if (mInputNodes.size() > 0 || mOutputNodes.size() > 0)
+   {
+      U32 textPadX = nodeSize, textPadY = mProfile->mFont->getFontSize() + (nodeSize / 2);
+      Point2I slotPos(textPadX, headerSize + (nodeSize / 2));
+      drawer->setBitmapModulation(mProfile->mFontColor);
+      for (NodeInput* input : mInputNodes)
+      {
+         drawer->drawText(mProfile->mFont, slotPos + offset, input->name);
+
+         if (input->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
+            input->pos = Point2I(-(nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
+
+         slotPos.y += textPadY;
+      }
+
+      U32 inputY = slotPos.y;
+
+      slotPos = Point2I(getExtent().x, headerSize + (nodeSize / 2));
+      for (NodeOutput* output : mOutputNodes)
+      {
+         strWidth = mProfile->mFont->getStrWidth(output->name.c_str());
+         slotPos.x = getExtent().x - strWidth - textPadX;
+
+         drawer->drawText(mProfile->mFont, slotPos + offset, output->name);
+
+         if (output->pos == Point2I::Zero || mPrevNodeSize != nodeSize)
+            output->pos = Point2I(getExtent().x - (nodeSize / 2), slotPos.y + ((mProfile->mFont->getFontSize() / 2) - (nodeSize / 2)));
+
+         slotPos.y += textPadY;
+      }
+      drawer->clearBitmapModulation();
+
+      U32 outputY = slotPos.y;
+
+      if (getExtent().y < slotPos.y || mPrevNodeSize != nodeSize)
+         setExtent(Point2I(getExtent().x, mMax(inputY, outputY)));
+
+      mPrevNodeSize = nodeSize;
+   }
 }
 }
 
 
-void ShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
+void GuiShaderNode::write(Stream& stream, U32 tabStop, U32 flags)
 {
 {
 }
 }
 
 
-void ShaderNode::read(Stream& stream)
+void GuiShaderNode::read(Stream& stream)
 {
 {
 }
 }

+ 24 - 5
Engine/source/gui/shaderEditor/nodes/shaderNode.h

@@ -62,15 +62,31 @@ struct NodeInput
 {
 {
    String name;
    String name;
    DataDimensions dimensions;
    DataDimensions dimensions;
+   Point2I pos = Point2I::Zero;
+
+   NodeInput()
+      :name(String::EmptyString), dimensions(DataDimensions::Dynamic)
+   {}
+   NodeInput(String inName , DataDimensions inDim)
+      :name(inName), dimensions(inDim)
+   {}
 };
 };
 
 
 struct NodeOutput
 struct NodeOutput
 {
 {
    String name;
    String name;
    DataDimensions dimensions;
    DataDimensions dimensions;
+   Point2I pos = Point2I::Zero;
+
+   NodeOutput()
+      :name(String::EmptyString), dimensions(DataDimensions::Dynamic)
+   {}
+   NodeOutput(String inName, DataDimensions inDim)
+      :name(inName), dimensions(inDim)
+   {}
 };
 };
 
 
-class ShaderNode : public GuiControl
+class GuiShaderNode : public GuiControl
 {
 {
 private:
 private:
    typedef GuiControl Parent;
    typedef GuiControl Parent;
@@ -78,9 +94,12 @@ private:
 protected:
 protected:
    String mTitle;
    String mTitle;
    NodeTypes mNodeType;
    NodeTypes mNodeType;
-
+   S32 mPrevNodeSize;
 public:
 public:
-   ShaderNode();
+   Vector<NodeInput*> mInputNodes;
+   Vector<NodeOutput*> mOutputNodes;
+
+   GuiShaderNode();
 
 
    bool onWake();
    bool onWake();
    void onSleep();
    void onSleep();
@@ -88,14 +107,14 @@ public:
    virtual bool onAdd() override;
    virtual bool onAdd() override;
    virtual void onRemove() override;
    virtual void onRemove() override;
 
 
-   virtual void onRender(Point2I offset, const RectI& updateRect) override;
+   void onRender(Point2I offset, const RectI& updateRect, const S32 nodeSize);
 
 
    // Serialization functions
    // Serialization functions
    void write(Stream& stream, U32 tabStop = 0, U32 flags = 0);
    void write(Stream& stream, U32 tabStop = 0, U32 flags = 0);
    void read(Stream& stream);
    void read(Stream& stream);
 
 
    // is the parent that all other nodes are derived from.
    // is the parent that all other nodes are derived from.
-   DECLARE_CONOBJECT(ShaderNode);
+   DECLARE_CONOBJECT(GuiShaderNode);
    DECLARE_CATEGORY("Shader Core");
    DECLARE_CATEGORY("Shader Core");
    DECLARE_DESCRIPTION("Base class for all shader nodes.");
    DECLARE_DESCRIPTION("Base class for all shader nodes.");