shaderNode.h 3.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SHADERNODE_H_
  23. #define _SHADERNODE_H_
  24. #ifndef _GUICONTROL_H_
  25. #include "gui/core/guiControl.h"
  26. #endif
  27. #ifndef _SIMBASE_H_
  28. #include "console/simBase.h"
  29. #endif
  30. #ifndef _GFX_GFXDRAWER_H_
  31. #include "gfx/gfxDrawUtil.h"
  32. #endif
  33. enum class NodeTypes
  34. {
  35. Default,
  36. Uniform,
  37. Input,
  38. Output,
  39. TextureSampler,
  40. MathOperation,
  41. Procedural,
  42. Generator
  43. };
  44. enum class DataDimensions
  45. {
  46. Dynamic, // can be any dimension, usually defined by what was connected to it.
  47. Scalar,
  48. Vector2,
  49. Vector3,
  50. Vector4,
  51. Mat4x4,
  52. };
  53. // parent class for sockets detection in shaderEditor.
  54. struct NodeSocket
  55. {
  56. String name;
  57. DataDimensions dimensions;
  58. NodeSocket()
  59. :name(String::EmptyString), dimensions(DataDimensions::Dynamic)
  60. {}
  61. NodeSocket(String inName, DataDimensions inDim)
  62. :name(inName), dimensions(inDim)
  63. {}
  64. public:
  65. virtual ~NodeSocket() {}
  66. };
  67. struct NodeInput : NodeSocket
  68. {
  69. Point2I pos = Point2I::Zero;
  70. NodeInput()
  71. :NodeSocket()
  72. {}
  73. NodeInput(String inName , DataDimensions inDim)
  74. :NodeSocket(inName , inDim)
  75. {}
  76. };
  77. struct NodeOutput : NodeSocket
  78. {
  79. Point2I pos = Point2I::Zero;
  80. NodeOutput()
  81. :NodeSocket()
  82. {}
  83. NodeOutput(String inName, DataDimensions inDim)
  84. :NodeSocket(inName, inDim)
  85. {}
  86. };
  87. class GuiShaderNode : public GuiControl
  88. {
  89. private:
  90. typedef GuiControl Parent;
  91. protected:
  92. String mTitle;
  93. NodeTypes mNodeType;
  94. S32 mPrevNodeSize;
  95. public:
  96. Vector<NodeInput*> mInputNodes;
  97. Vector<NodeOutput*> mOutputNodes;
  98. GuiShaderNode();
  99. bool onWake();
  100. void onSleep();
  101. static void initPersistFields();
  102. virtual bool onAdd() override;
  103. virtual void onRemove() override;
  104. void renderNode(Point2I offset, const RectI& updateRect, const S32 nodeSize);
  105. // Serialization functions
  106. void write(Stream& stream, U32 tabStop = 0, U32 flags = 0);
  107. void read(Stream& stream);
  108. // is the parent that all other nodes are derived from.
  109. DECLARE_CONOBJECT(GuiShaderNode);
  110. DECLARE_CATEGORY("Shader Core");
  111. DECLARE_DESCRIPTION("Base class for all shader nodes.");
  112. bool mSelected;
  113. };
  114. #endif // !_SHADERNODE_H_