99 lines
2.2 KiB
C++
99 lines
2.2 KiB
C++
// =====================================================================================================================
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// Copyright 2024 Medusa Slockbower
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// =====================================================================================================================
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#include <Graph/Nodes/Math.h>
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#include <imgui-extras/imgui_extras.h>
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using namespace OpenShaderDesigner;
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using namespace OpenShaderDesigner::Nodes::Math;
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Constant::Constant(ShaderGraph& graph, ImVec2 pos)
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: Node(
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graph, pos
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, "Constant", HeaderColor
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, { }, false
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, { { "Out", Pin::FLOAT, Pin::OUTPUT } }
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)
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{
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}
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Node* Constant::Copy(ShaderGraph& graph) const
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{
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return new Constant(graph, Position);
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}
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void Constant::Inspect()
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{
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Pin::PinType& Type = IO.Outputs[0].Type;
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if(ImGui::BeginCombo("Type", Pin::TypeNames[Type].c_str()))
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{
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for(int i = 0; i < Pin::ANY; ++i)
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{
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Pin::PinType t = static_cast<Pin::PinType>(i);
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if(ImGui::Selectable(Pin::TypeNames[t].c_str(), t == Type))
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{
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Type = t;
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}
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}
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ImGui::EndCombo();
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}
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glm::vec4& v = Value;
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switch(Type)
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{
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case Pin::INT:
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ImGui::InputInt("Value", Value);
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break;
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case Pin::UINT:
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ImGui::InputUInt("Value", Value);
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break;
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case Pin::FLOAT:
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ImGui::InputFloat("Value", Value);
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break;
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case Pin::VECTOR:
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ImGui::ColorEdit4("Value", &v.x);
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break;
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default:
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break;
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}
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}
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Add::Add(ShaderGraph& graph, ImVec2 pos)
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: Node(
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graph, pos
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, "Add", HeaderColor
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, { { "A", Pin::ANY, Pin::INPUT }, { "B", Pin::ANY, Pin::INPUT } }, true
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, { { "Out", Pin::ANY, Pin::OUTPUT } }
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)
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{ }
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Node* Add::Copy(ShaderGraph& graph) const
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{
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return new Add(graph, Position);
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}
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void Add::Inspect()
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{
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}
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