Maddie Slockbower 366774622b Implemented Shader Function
- Updated License to GPL v3.0
- Added New Math Nodes
- Prototype Rendering Code for Debugging Functions
2024-11-03 12:57:12 -05:00

117 lines
3.9 KiB
C++

// =====================================================================================================================
// OpenShaderDesigner, an open source software utility to create materials and shaders.
// Copyright (C) 2024 Medusa Slockbower
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <https://www.gnu.org/licenses/>.
// =====================================================================================================================
#include <Graph/Nodes/Math/Vector.h>
using namespace OpenShaderDesigner;
using namespace OpenShaderDesigner::Nodes::VectorMath;
RegisterNode("Math/Vector/Make Vector", MakeVector);
RegisterNode("Math/Vector/Break Vector", BreakVector);
// =====================================================================================================================
// Vector Utilities
// =====================================================================================================================
// Make Vector ---------------------------------------------------------------------------------------------------------
MakeVector::MakeVector(ShaderGraph& graph, ImVec2 pos)
: Node(graph, pos)
{
Info.Alias = "MakeVector";
Header.Title = HeaderMarker + "Make Vector";
Header.Color = HeaderColor;
Header.HoveredColor = HeaderHoveredColor;
Header.ActiveColor = HeaderActiveColor;
IO.Inputs.emplace_back("X", PinType_Float, PinFlags_AlwaysCollapse);
IO.Inputs.emplace_back("Y", PinType_Float, PinFlags_AlwaysCollapse);
IO.Inputs.emplace_back("Z", PinType_Float, PinFlags_AlwaysCollapse);
IO.Outputs.emplace_back("Out", PinType_Vector);
}
Node* MakeVector::Copy(ShaderGraph& graph) const
{
return new MakeVector(graph, Position);
}
void MakeVector::Inspect()
{
}
std::string MakeVector::GetCode() const
{
// TODO: Support more than 2 inputs
return std::format("const vec3 {} = vec3({}, {}, {});",
Graph.GetValue(IO.Outputs[0].Ptr)
, Graph.GetValue(IO.Inputs[0].Ptr)
, Graph.GetValue(IO.Inputs[1].Ptr)
, Graph.GetValue(IO.Inputs[2].Ptr)
);
}
// Break Vector ---------------------------------------------------------------------------------------------------------
BreakVector::BreakVector(ShaderGraph& graph, ImVec2 pos)
: Node(graph, pos)
{
Info.Alias = "BreakVector";
Header.Title = HeaderMarker + "Break Vector";
Header.Color = HeaderColor;
Header.HoveredColor = HeaderHoveredColor;
Header.ActiveColor = HeaderActiveColor;
IO.Inputs.emplace_back("In", PinType_Vector, PinFlags_AlwaysCollapse);
IO.Outputs.emplace_back("X", PinType_Float);
IO.Outputs.emplace_back("Y", PinType_Float);
IO.Outputs.emplace_back("Z", PinType_Float);
}
Node* BreakVector::Copy(ShaderGraph& graph) const
{
return new MakeVector(graph, Position);
}
void BreakVector::Inspect()
{
}
std::string BreakVector::GetCode() const
{
// TODO: Support more than 2 inputs
return std::format(
"const float {} = {}.x;\n"
"const float {} = {}.y;\n"
"const float {} = {}.z;"
, Graph.GetValue(IO.Outputs[0].Ptr)
, Graph.GetValue(IO.Inputs[0].Ptr)
, Graph.GetValue(IO.Outputs[1].Ptr)
, Graph.GetValue(IO.Inputs[0].Ptr)
, Graph.GetValue(IO.Outputs[2].Ptr)
, Graph.GetValue(IO.Inputs[0].Ptr)
);
}