- Updated License to GPL v3.0 - Added New Math Nodes - Prototype Rendering Code for Debugging Functions
157 lines
4.6 KiB
C++
157 lines
4.6 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 OSD_SHADERS_H
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#define OSD_SHADERS_H
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#include <glm/vec4.hpp>
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#include <Graph/ShaderGraph.h>
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#include "glw/shader.h"
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namespace OpenShaderDesigner::Nodes::Shaders
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{
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// Header Colors =======================================================================================================
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inline static constexpr ImColor HeaderColor = ImColor(0xA9, 0x85, 0xC1);
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inline static constexpr ImColor HeaderHoveredColor = ImColor(0xBB, 0x96, 0xD4);
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inline static constexpr ImColor HeaderActiveColor = ImColor(0x8D, 0x68, 0xA6);
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inline static const std::string HeaderMarker = "\uF42E ";
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// =====================================================================================================================
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// Shaders
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// =====================================================================================================================
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// Function Inputs -----------------------------------------------------------------------------------------------------
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class FunctionInputs : public Node
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{
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public:
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FunctionInputs(ShaderGraph& graph, ImVec2 pos);
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~FunctionInputs() 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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// Function ------------------------------------------------------------------------------------------------------------
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/**
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* \brief Functions are a Shader function that takes inputs and outputs.
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*
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* Functions are not analagous to Material Functions in UnrealEngine. Functions work strictly on their inputs
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* and outputs without a specified domain.
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*/
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class Function : public Node, public ShaderAsset
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{
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public:
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Function(const FileManager::Path& path, ShaderGraph& graph);
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~Function() override;
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[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
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void Inspect() override;
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void Compile() override;
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void Open() override;
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static Asset* Create(const FileManager::Path& path);
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static Asset* Load(const FileManager::Path& path);
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static Asset* Import(const FileManager::Path& src, const FileManager::Path& dst);
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std::string GetCode() const override;
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void View(HDRTexture::HandleType* Target) override;
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private:
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using InputMap = ocu::map<int, glw::enum_t>;
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enum FuncInput_ : glw::enum_t
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{
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FuncInput_Custom = 0
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, FuncInput_X
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, FuncInput_Y
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, FuncInput_XY
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, FuncInput_U
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, FuncInput_V
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, FuncInput_UV
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, FuncInput_Time
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, FuncInput_DeltaTime
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};
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inline static const std::vector<glw::enum_t> InputTypes[] = {
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/* PinType_UInt */ { FuncInput_Custom, FuncInput_X, FuncInput_Y }
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, /* PinType_Int */ { FuncInput_Custom, FuncInput_X, FuncInput_Y }
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, /* PinType_Float */ { FuncInput_Custom, FuncInput_X, FuncInput_Y, FuncInput_U, FuncInput_V, FuncInput_Time, FuncInput_DeltaTime }
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, /* PinType_Vector */ { FuncInput_Custom, FuncInput_XY, FuncInput_UV }
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};
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inline static const std::string InputNames[] = {
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"Custom..."
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, "X"
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, "Y"
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, "XY"
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, "U"
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, "V"
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, "UV"
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, "Time"
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, "Delta Time"
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};
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inline static const std::string InputVars[] = {
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""
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, "x"
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, "y"
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, "xy"
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, "u"
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, "v"
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, "uv"
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, "t"
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, "dt"
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};
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void DrawImage_(HDRTexture::HandleType* Target);
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void DrawInputs_();
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void Render_(HDRTexture::HandleType* Target);
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void CompileDisplayShader_();
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glw::shader* Shader_;
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std::string DisplayCode_;
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FunctionInputs Inputs_;
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NodeId ID_, InputsID_;
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InputMap InputValues_;
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uint32_t DisplayVar_;
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};
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}
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#endif // OSD_SHADERS_H
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