99 lines
2.2 KiB
C++

// =====================================================================================================================
// 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 <Graph/Nodes/Math.h>
#include <imgui-extras/imgui_extras.h>
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<Pin::PinType>(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()
{
}