// ===================================================================================================================== // 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. // ===================================================================================================================== #include #include using namespace OpenShaderDesigner; using namespace OpenShaderDesigner::Nodes::Math; Constant::Constant(ShaderGraph& graph, ImVec2 pos) : Node( graph, pos , "Constant", HeaderColor , { }, false , { { "Out", Pin::FLOAT, Pin::OUTPUT } } ) { } Node* Constant::Copy(ShaderGraph& graph) const { return new Constant(graph, Position); } void Constant::Inspect() { Pin::PinType& Type = IO.Outputs[0].Type; if(ImGui::BeginCombo("Type", Pin::TypeNames[Type].c_str())) { for(int i = 0; i < Pin::ANY; ++i) { Pin::PinType t = static_cast(i); if(ImGui::Selectable(Pin::TypeNames[t].c_str(), t == Type)) { Type = t; } } ImGui::EndCombo(); } glm::vec4& v = Value; switch(Type) { case Pin::INT: ImGui::InputInt("Value", Value); break; case Pin::UINT: ImGui::InputUInt("Value", Value); break; case Pin::FLOAT: ImGui::InputFloat("Value", Value); break; case Pin::VECTOR: ImGui::ColorEdit4("Value", &v.x); break; default: break; } } Add::Add(ShaderGraph& graph, ImVec2 pos) : Node( graph, pos , "Add", HeaderColor , { { "A", Pin::ANY, Pin::INPUT }, { "B", Pin::ANY, Pin::INPUT } }, true , { { "Out", Pin::ANY, Pin::OUTPUT } } ) { } Node* Add::Copy(ShaderGraph& graph) const { return new Add(graph, Position); } void Add::Inspect() { }