- Updated License to GPL v3.0 - Added New Math Nodes - Prototype Rendering Code for Debugging Functions
90 lines
2.8 KiB
C++
90 lines
2.8 KiB
C++
// =====================================================================================================================
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// OpenShaderDesigner, an open source software utility to create materials and shaders.
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// Copyright (C) 2024 Medusa Slockbower
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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// =====================================================================================================================
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#ifndef COMPARISON_H
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#define COMPARISON_H
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#include <Graph/Nodes/Math/Common.h>
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namespace OpenShaderDesigner::Nodes::Math
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{
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// =====================================================================================================================
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// Comparison
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// =====================================================================================================================
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// Minimum -------------------------------------------------------------------------------------------------------------
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struct Minimum : public MathOp
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{
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Minimum(ShaderGraph& graph, ImVec2 pos);
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~Minimum() override = default;
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[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
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void Inspect() override;
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std::string GetCode() const override;
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};
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// Maximum -------------------------------------------------------------------------------------------------------------
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struct Maximum : public MathOp
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{
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Maximum(ShaderGraph& graph, ImVec2 pos);
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~Maximum() override = default;
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[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
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void Inspect() override;
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std::string GetCode() const override;
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};
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// Clamp -------------------------------------------------------------------------------------------------------------
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struct Clamp : public MathOp
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{
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Clamp(ShaderGraph& graph, ImVec2 pos);
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~Clamp() override = default;
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[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
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void Inspect() override;
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std::string GetCode() const override;
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};
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// Saturate -------------------------------------------------------------------------------------------------------------
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struct Saturate : public MathOp
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{
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Saturate(ShaderGraph& graph, ImVec2 pos);
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~Saturate() override = default;
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[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
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void Inspect() override;
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std::string GetCode() const override;
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};
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}
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#endif //COMPARISON_H
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