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

144 lines
4.3 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/>.
// =====================================================================================================================
#ifndef CONSTANTS_H
#define CONSTANTS_H
#include <Graph/Nodes/Math/Common.h>
namespace OpenShaderDesigner::Nodes::Math
{
// =====================================================================================================================
// Constants
// =====================================================================================================================
// Integer -------------------------------------------------------------------------------------------------------------
struct Integer : public Node
{
Integer(ShaderGraph& graph, ImVec2 pos);
~Integer() override = default;
[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
void Inspect() override;
std::string GetCode() const override;
};
// Unsigned Integer ----------------------------------------------------------------------------------------------------
struct UnsignedInteger : public Node
{
using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
UnsignedInteger(ShaderGraph& graph, ImVec2 pos);
~UnsignedInteger() override = default;
[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
void Inspect() override;
std::string GetCode() const override;
};
// Scalar --------------------------------------------------------------------------------------------------------------
struct Scalar : public Node
{
using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
Scalar(ShaderGraph& graph, ImVec2 pos);
~Scalar() override = default;
[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
void Inspect() override;
std::string GetCode() const override;
};
// Pi --------------------------------------------------------------------------------------------------------------
struct Pi : public Scalar
{
using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
Pi(ShaderGraph& graph, ImVec2 pos);
~Pi() override = default;
[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
void Inspect() override;
std::string GetCode() const override;
};
// EulersNumber --------------------------------------------------------------------------------------------------------------
struct EulersNumber : public Scalar
{
using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
EulersNumber(ShaderGraph& graph, ImVec2 pos);
~EulersNumber() override = default;
[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
void Inspect() override;
std::string GetCode() const override;
};
// EulersNumber --------------------------------------------------------------------------------------------------------------
struct GoldenRatio : public Scalar
{
using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
GoldenRatio(ShaderGraph& graph, ImVec2 pos);
~GoldenRatio() override = default;
[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
void Inspect() override;
std::string GetCode() const override;
};
// Vector --------------------------------------------------------------------------------------------------------------
struct Vector : public Node
{
using ValueType = ocu::any<int, unsigned int, float, glm::vec4>;
Vector(ShaderGraph& graph, ImVec2 pos);
~Vector() override = default;
[[nodiscard]] Node* Copy(ShaderGraph& graph) const override;
void Inspect() override;
std::string GetCode() const override;
};
}
#endif //CONSTANTS_H