public void Draw(ShaderEditorGraph graph) { ImDrawListPtr list = ImGui.GetWindowDrawList(); list.AddCircle(new Vector2(0.5f, 0.5f), 0.5f, 0, 8, 1.0f); list.AddLine(new Vector2(0.0f, 0.0f), new Vector2(10.0f, 10.0f), 1); }
public ShaderOutputNode(ShaderEditorGraph graph, ShaderOutputDesc desc) : base(graph) { this.CanBeDeleted = false; Pins.Add(new ShaderNodePinDesc(this, null, ShaderNodePinType.TYPE_FLOAT4, 0, "Diffuse", "The Diffuse component of the shader.", false)); Pins.Add(new ShaderNodePinDesc(this, null, ShaderNodePinType.TYPE_FLOAT4, 1, "Emissive", "The Emissive component of the shader", false)); Pins.Add(new ShaderNodePinDesc(this, null, ShaderNodePinType.TYPE_FLOAT, 2, "Roughness", "The Roughness component of the shader.", false)); Pins.Add(new ShaderNodePinDesc(this, null, ShaderNodePinType.TYPE_FLOAT, 3, "Metalness", "The Metalness component of the shader.", false)); Pins.Add(new ShaderNodePinDesc(this, null, ShaderNodePinType.TYPE_FLOAT3, 4, "Normal", "The Normal component of the shader.", false)); }
public ShaderNode_Add(ShaderEditorGraph graph) : base(graph) { }
public void DestroyNode(ShaderEditorGraph graph) { graph.RemoveNode(this); this.CleanUp(); }
public ShaderNode(ShaderEditorGraph Graph) { Pins.Add(new ShaderNodePinDesc(this, null, ShaderNodePinType.TYPE_NULL, 0, "NULL", "NULL", false)); Pins.Add(new ShaderNodePinDesc(this, null, ShaderNodePinType.TYPE_NULL, 0, "NULL", "NULL", true)); Graph.AddNode(this); }
public void Draw(ShaderEditorGraph graph) { ImDrawListPtr list = ImGui.GetWindowDrawList(); list.AddCircle(new Vector2(0.5f, 0.5f), 0.5f, 0); }