// ===================================================================================================================== // Copyright 2024 Medusa Slockbower // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // ===================================================================================================================== #ifndef OSD_SHADERS_H #define OSD_SHADERS_H #include #include namespace OpenShaderDesigner::Nodes::Shaders { // Header Colors ======================================================================================================= inline static constexpr ImColor HeaderColor = ImColor(0xA9, 0x85, 0xC1); inline static constexpr ImColor HeaderHoveredColor = ImColor(0xBB, 0x96, 0xD4); inline static constexpr ImColor HeaderActiveColor = ImColor(0x8D, 0x68, 0xA6); inline static const std::string HeaderMarker = "\uF42E "; // ===================================================================================================================== // Shaders // ===================================================================================================================== // Function ------------------------------------------------------------------------------------------------------------ class Function : public Node, public ShaderAsset { public: Function(const FileManager::Path& path, ShaderGraph& graph); ~Function() override = default; [[nodiscard]] Node* Copy(ShaderGraph& graph) const override; void Inspect() override; void Compile() override; void Open() override; static Asset* Create(const FileManager::Path& path); static Asset* Load(const FileManager::Path& path); static Asset* Import(const FileManager::Path& src, const FileManager::Path& dst); std::string GetCode() const override; private: NodeId ID_; }; } #endif // OSD_SHADERS_H