- Updated License to GPL v3.0 - Added New Math Nodes - Prototype Rendering Code for Debugging Functions
144 lines
4.3 KiB
C++
144 lines
4.3 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 CONSTANTS_H
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#define CONSTANTS_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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// Constants
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// =====================================================================================================================
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// Integer -------------------------------------------------------------------------------------------------------------
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struct Integer : public Node
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{
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Integer(ShaderGraph& graph, ImVec2 pos);
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~Integer() 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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// Unsigned Integer ----------------------------------------------------------------------------------------------------
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struct UnsignedInteger : public Node
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{
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using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
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UnsignedInteger(ShaderGraph& graph, ImVec2 pos);
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~UnsignedInteger() 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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// Scalar --------------------------------------------------------------------------------------------------------------
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struct Scalar : public Node
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{
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using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
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Scalar(ShaderGraph& graph, ImVec2 pos);
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~Scalar() 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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// Pi --------------------------------------------------------------------------------------------------------------
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struct Pi : public Scalar
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{
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using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
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Pi(ShaderGraph& graph, ImVec2 pos);
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~Pi() 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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// EulersNumber --------------------------------------------------------------------------------------------------------------
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struct EulersNumber : public Scalar
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{
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using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
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EulersNumber(ShaderGraph& graph, ImVec2 pos);
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~EulersNumber() 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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// EulersNumber --------------------------------------------------------------------------------------------------------------
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struct GoldenRatio : public Scalar
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{
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using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
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GoldenRatio(ShaderGraph& graph, ImVec2 pos);
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~GoldenRatio() 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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// Vector --------------------------------------------------------------------------------------------------------------
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struct Vector : public Node
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{
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using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
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Vector(ShaderGraph& graph, ImVec2 pos);
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~Vector() 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 //CONSTANTS_H
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