guiShaderNode.h 4.0 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. ColorI col = ColorI::WHITE;
  59. NodeSocket()
  60. :name(String::EmptyString), dimensions(DataDimensions::Dynamic)
  61. {}
  62. NodeSocket(String inName, DataDimensions inDim)
  63. :name(inName), dimensions(inDim)
  64. {
  65. switch (inDim)
  66. {
  67. case DataDimensions::Dynamic:
  68. col = ColorI(200, 200, 200, 128);
  69. break;
  70. case DataDimensions::Scalar:
  71. col = ColorI(210, 105, 30, 128);
  72. break;
  73. case DataDimensions::Vector2:
  74. col = ColorI(152, 251,152, 128);
  75. break;
  76. case DataDimensions::Vector3:
  77. col = ColorI(127, 255, 212, 128);
  78. break;
  79. case DataDimensions::Vector4:
  80. col = ColorI(100, 149, 237, 128);
  81. break;
  82. case DataDimensions::Mat4x4:
  83. col = ColorI(153, 50, 204, 128);
  84. break;
  85. default:
  86. break;
  87. }
  88. }
  89. public:
  90. virtual ~NodeSocket() {}
  91. };
  92. struct NodeInput : NodeSocket
  93. {
  94. Point2I pos = Point2I::Zero;
  95. NodeInput()
  96. :NodeSocket()
  97. {}
  98. NodeInput(String inName , DataDimensions inDim)
  99. :NodeSocket(inName , inDim)
  100. {}
  101. };
  102. struct NodeOutput : NodeSocket
  103. {
  104. Point2I pos = Point2I::Zero;
  105. NodeOutput()
  106. :NodeSocket()
  107. {}
  108. NodeOutput(String inName, DataDimensions inDim)
  109. :NodeSocket(inName, inDim)
  110. {}
  111. };
  112. class GuiShaderNode : public GuiControl
  113. {
  114. private:
  115. typedef GuiControl Parent;
  116. protected:
  117. String mTitle;
  118. NodeTypes mNodeType;
  119. S32 mPrevNodeSize;
  120. public:
  121. Vector<NodeInput*> mInputNodes;
  122. Vector<NodeOutput*> mOutputNodes;
  123. GuiShaderNode();
  124. bool onWake() override;
  125. void onSleep() override;
  126. static void initPersistFields();
  127. bool onAdd() override;
  128. void onRemove() override;
  129. void renderNode(Point2I offset, const RectI& updateRect, const S32 nodeSize);
  130. // Serialization functions
  131. void write(Stream& stream, U32 tabStop = 0, U32 flags = 0) override;
  132. void read(Stream& stream);
  133. // is the parent that all other nodes are derived from.
  134. DECLARE_CONOBJECT(GuiShaderNode);
  135. DECLARE_CATEGORY("Shader Core");
  136. DECLARE_DESCRIPTION("Base class for all shader nodes.");
  137. bool mSelected;
  138. };
  139. #endif // !_SHADERNODE_H_