diff --git a/Source/Editor/Surface/Archetypes/Material.cs b/Source/Editor/Surface/Archetypes/Material.cs index 58d1b854d..f1da861c1 100644 --- a/Source/Editor/Surface/Archetypes/Material.cs +++ b/Source/Editor/Surface/Archetypes/Material.cs @@ -936,6 +936,142 @@ namespace FlaxEditor.Surface.Archetypes NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2), } }, + new NodeArchetype + { + TypeID = 43, + Title = "Rotate UV", + Description = "Rotates 2D vector by given angle around (0,0) origin", + Flags = NodeFlags.MaterialGraph, + Size = new Float2(250, 40), + ConnectionsHints = ConnectionsHint.Vector, + DefaultValues = + [ + 0.0f, + ], + Elements = + [ + NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0), + NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0), + NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float2), 2), + ] + }, + new NodeArchetype + { + TypeID = 44, + Title = "Cone Gradient", + Description = "Creates cone gradient around normalized UVs (range [-1; 1]), angle is in radians (range [0; TwoPi])", + Flags = NodeFlags.MaterialGraph, + Size = new Float2(175, 40), + ConnectionsHints = ConnectionsHint.Vector, + DefaultValues = + [ + 0.0f, + ], + Elements = + [ + NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0), + NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0), + NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2), + ] + }, + new NodeArchetype + { + TypeID = 45, + Title = "Cycle Gradient", + Description = "Creates 2D sphere mask gradient around normalized UVs (range [-1; 1])", + Flags = NodeFlags.MaterialGraph, + Size = new Float2(175, 20), + ConnectionsHints = ConnectionsHint.Vector, + Elements = + [ + NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0), + NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 1), + ] + }, + new NodeArchetype + { + TypeID = 46, + Title = "Falloff and Offset", + Description = "", + Flags = NodeFlags.MaterialGraph, + Size = new Float2(175, 60), + ConnectionsHints = ConnectionsHint.Numeric, + DefaultValues = + [ + 0.0f, + 0.9f + ], + Elements = + [ + NodeElementArchetype.Factory.Input(0, "Value", true, typeof(float), 0), + NodeElementArchetype.Factory.Input(1, "Offset", true, typeof(float), 1, 0), + NodeElementArchetype.Factory.Input(2, "Falloff", true, typeof(float), 2, 1), + NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 3), + ] + }, + new NodeArchetype + { + TypeID = 47, + Title = "Linear Gradient", + Description = "x = Gradient along X axis, y = Gradient along Y axis", + Flags = NodeFlags.MaterialGraph, + Size = new Float2(175, 60), + ConnectionsHints = ConnectionsHint.Vector, + DefaultValues = + [ + 0.0f, + false + ], + Elements = + [ + NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0), + NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0), + NodeElementArchetype.Factory.Input(2, "Mirror", true, typeof(bool), 2, 1), + NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float2), 3), + ] + }, + new NodeArchetype + { + TypeID = 48, + Title = "Radial Gradient", + Description = "", + Flags = NodeFlags.MaterialGraph, + Size = new Float2(175, 40), + ConnectionsHints = ConnectionsHint.Vector, + DefaultValues = + [ + 0.0f, + ], + Elements = + [ + NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0), + NodeElementArchetype.Factory.Input(1, "Angle", true, typeof(float), 1, 0), + NodeElementArchetype.Factory.Output(0, string.Empty, typeof(float), 2), + ] + }, + new NodeArchetype + { + TypeID = 49, + Title = "Ring Gradient", + Description = "x = InnerMask,y = OuterMask,z = Mask", + Flags = NodeFlags.MaterialGraph, + Size = new Float2(175, 80), + ConnectionsHints = ConnectionsHint.Vector, + DefaultValues = + [ + 1.0f, + 0.8f, + 0.05f, + ], + Elements = + [ + NodeElementArchetype.Factory.Input(0, "UV", true, typeof(Float2), 0), + NodeElementArchetype.Factory.Input(1, "OuterBounds", true, typeof(float), 1, 0), + NodeElementArchetype.Factory.Input(2, "InnerBounds", true, typeof(float), 2, 1), + NodeElementArchetype.Factory.Input(3, "Falloff", true, typeof(float), 3, 2), + NodeElementArchetype.Factory.Output(0, string.Empty, typeof(Float3), 4), + ] + }, }; } } diff --git a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp index 66d24d4f3..03b27bfa1 100644 --- a/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp +++ b/Source/Engine/Tools/MaterialGenerator/MaterialGenerator.Material.cpp @@ -569,6 +569,106 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value) // Do the inverse interpolation and saturate it value = writeLocal(ValueType::Float, String::Format(TEXT("saturate((({0} - {1}) / ({2} - {1})))"), gradient.Value, lowerEdge.Value, upperEdge.Value), node); } + // Rotate UV [Rotator Simple] + case 43: + { + //cosine = cos(rotation); + //sine = sin(rotation); + //float2 out = float2(cosine * uv.x + sine * uv.y,cosine * uv.y - sine * uv.x); + const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2(); + const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat(); + auto c = writeLocal(ValueType::Float, String::Format(TEXT("cos({0})"), rotationAngle.Value), node); + auto s = writeLocal(ValueType::Float, String::Format(TEXT("sin({0})"), rotationAngle.Value), node); + value = writeLocal(ValueType::Float2, String::Format(TEXT("float2({1} * {0}.x + {2} * {0}.y, {1} * {0}.y - {2} * {0}.x)"), uv.Value, c.Value, s.Value), node); + break; + } + // Cone Gradient + case 44: + { + //float gradient = angle - abs(atan2(uv.x,uv.y)); + const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2(); + const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat(); + value = writeLocal(ValueType::Float, String::Format(TEXT("{1} - abs(atan2({0}.x, {0}.y))"), uv.Value, rotationAngle.Value), node); + break; + } + // Cycle Gradient + case 45: + { + //float gradient = 1 - length(uv * 2); + const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2(); + value = writeLocal(ValueType::Float, String::Format(TEXT("1 - length({0} * 2.0)"), uv.Value), node); + break; + } + // Falloff and Offset + case 46: + { + //float out = clamp((((Value - (1 - Offset)) + Falloff) / Falloff),0,1) + const auto in = tryGetValue(node->GetBox(0), ShaderGraphValue::Zero); + const auto graphValue = tryGetValue(node->GetBox(1), node->Values[0].AsFloat); + const auto falloff = tryGetValue(node->GetBox(2), node->Values[1].AsFloat); + value = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((({0} - (1.0 - {1})) + {2}) / {2}))"), in.Value, graphValue.Value, falloff.Value), node); + break; + } + // Linear Gradient + case 47: + { + // float2 uv = Input0.xy; + // float r = Input0.z; + // float2 A = 1.0 - float2(cos(r) * uv.x + sin(r) * uv.y, cos(r) * uv.y - sin(r) * uv.x); + // float2 out = float2(Mirror ? abs(A.x < 1.0 ? (A.x - 0.5) * 2 : (2 - ((A.x - 0.5) * 2)) * -1) : A.x < 1.0 ? (A.x - 0.5) * 2 : 1,Mirror ? abs(A.y < 1.0 ? (A.y - 0.5) * 2 : (2 - ((A.y - 0.5) * 2)) * -1) : A.y < 1.0 ? (A.y - 0.5) * 2 : 1); + + const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2(); + const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat(); + const auto mirror = tryGetValue(node->GetBox(2), node->Values[1].AsBool).AsBool(); + + auto c = writeLocal(ValueType::Float, String::Format(TEXT("cos({0})"), rotationAngle.Value), node); + auto s = writeLocal(ValueType::Float, String::Format(TEXT("sin({0})"), rotationAngle.Value), node); + auto a = writeLocal(ValueType::Float2, String::Format(TEXT("1.0 - float2({1} * {0}.x + {2} * {0}.y, {1} * {0}.y - {2} * {0}.x)"), uv.Value, c.Value, s.Value), node); + value = writeLocal( + ValueType::Float2, String::Format(TEXT + ( + "float2({0} ? abs({1}.x < 1.0 ? ({1}.x - 0.5) * 2 : (2 - (({1}.x - 0.5) * 2)) * -1) : {1}.x < 1.0 ? ({1}.x - 0.5) * 2 : 1,{0} ? abs({1}.y < 1.0 ? ({1}.y - 0.5) * 2 : (2 - (({1}.y - 0.5) * 2)) * -1) : {1}.y < 1.0 ? ({1}.y - 0.5) * 2 : 1)" + ), mirror.Value, a.Value), + node); + break; + } + // Radial Gradient + case 48: + { + //float gradient = clamp(atan2(uv.x,uv.y) - angle,0.0,1.0); + const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2(); + const auto rotationAngle = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat(); + value = writeLocal(ValueType::Float, String::Format(TEXT("saturate(atan2({0}.x, {0}.y) - {1})"), uv.Value, rotationAngle.Value), node); + break; + } + // Ring Gradient + case 49: + { + // Nodes: + // float c = CycleGradient(uv) + // float InnerMask = FalloffAndOffset(c,(OuterBounds - Falloff),Falloff) + // float OuterMask = FalloffAndOffset(1-c,1-InnerBounds,Falloff) + // float Mask = OuterMask * InnerMask; + + // TODO: check if there is some useless operators + + //expanded + //float cycleGradient = 1 - length(uv * 2); + //float InnerMask = clamp((((c - (1 - (OuterBounds - Falloff))) + Falloff) / Falloff),0,1) + //float OuterMask = clamp(((((1-c) - (1 - (1-InnerBounds))) + Falloff) / Falloff),0,1) + //float Mask = OuterMask * InnerMask; + + const auto uv = tryGetValue(node->GetBox(0), getUVs).AsFloat2(); + const auto outerBounds = tryGetValue(node->GetBox(1), node->Values[0].AsFloat).AsFloat(); + const auto innerBounds = tryGetValue(node->GetBox(2), node->Values[1].AsFloat).AsFloat(); + const auto falloff = tryGetValue(node->GetBox(3), node->Values[2].AsFloat).AsFloat(); + auto c = writeLocal(ValueType::Float, String::Format(TEXT("1 - length({0} * 2.0)"), uv.Value), node); + auto innerMask = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((({0} - (1.0 - ({1} - {2}))) + {2}) / {2}))"), c.Value, outerBounds.Value, falloff.Value), node); + auto outerMask = writeLocal(ValueType::Float, String::Format(TEXT("saturate(((((1.0 - {0}) - (1.0 - (1.0 - {1}))) + {2}) / {2}))"), c.Value, innerBounds.Value, falloff.Value), node); + auto mask = writeLocal(ValueType::Float, String::Format(TEXT("{0} * {1}"), innerMask.Value, outerMask.Value), node); + value = writeLocal(ValueType::Float3, String::Format(TEXT("float3({0}, {1}, {2})"), innerMask.Value, outerMask.Value, mask.Value), node); + break; + } default: break; } diff --git a/Source/Engine/UI/GUI/Special/RadialMenu.cs b/Source/Engine/UI/GUI/Special/RadialMenu.cs new file mode 100644 index 000000000..2ffe8006a --- /dev/null +++ b/Source/Engine/UI/GUI/Special/RadialMenu.cs @@ -0,0 +1,389 @@ +// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved. + +using System; + +namespace FlaxEngine.GUI +{ + /// + /// Radial menu control that arranges child controls (of type Image) in a circle. + /// + /// + public class RadialMenu : ContainerControl + { + private bool _materialIsDirty = true; + private float _angle; + private float _selectedSegment; + private int _highlightSegment = -1; + private MaterialBase _material; + private MaterialInstance _materialInstance; + private int _segmentCount; + private Color _highlightColor; + private Color _foregroundColor; + private Color _selectionColor; + private float _edgeOffset; + private float _thickness = 0.2f; + + private float USize => Size.X < Size.Y ? Size.X : Size.Y; + private bool ShowMatProp => _material != null; + + /// + /// The material to use for menu background drawing. + /// + [EditorOrder(1)] + public MaterialBase Material + { + get => _material; + set + { + if (_material == value) + return; + _material = value; + Object.DestroyNow(_materialInstance); + _materialInstance = null; + _materialIsDirty = true; + } + } + + /// + /// Gets or sets the edge offset. + /// + [EditorOrder(2), Range(0, 1)] + public float EdgeOffset + { + get => _edgeOffset; + set + { + _edgeOffset = Math.Clamp(value, 0, 1); + _materialIsDirty = true; + PerformLayout(); + } + } + + /// + /// Gets or sets the thickness. + /// + [EditorOrder(3), Range(0, 1), VisibleIf(nameof(ShowMatProp))] + public float Thickness + { + get => _thickness; + set + { + _thickness = Math.Clamp(value, 0, 1); + _materialIsDirty = true; + PerformLayout(); + } + } + + /// + /// Gets or sets control background color (transparent color (alpha=0) means no background rendering). + /// + [VisibleIf(nameof(ShowMatProp))] + public new Color BackgroundColor + { + get => base.BackgroundColor; + set + { + _materialIsDirty = true; + base.BackgroundColor = value; + } + } + + /// + /// Gets or sets the color of the highlight. + /// + [VisibleIf(nameof(ShowMatProp))] + public Color HighlightColor + { + get => _highlightColor; + set + { + _materialIsDirty = true; + _highlightColor = value; + } + } + + /// + /// Gets or sets the color of the foreground. + /// + [VisibleIf(nameof(ShowMatProp))] + public Color ForegroundColor + { + get => _foregroundColor; + set + { + _materialIsDirty = true; + _foregroundColor = value; + } + } + + /// + /// Gets or sets the color of the selection. + /// + [VisibleIf(nameof(ShowMatProp))] + public Color SelectionColor + { + get => _selectionColor; + set + { + _materialIsDirty = true; + _selectionColor = value; + } + } + + /// + /// The selected callback + /// + [HideInEditor] + public Action Selected; + + /// + /// The allow change selection when inside + /// + [VisibleIf(nameof(ShowMatProp))] + public bool AllowChangeSelectionWhenInside; + + /// + /// The center as button + /// + [VisibleIf(nameof(ShowMatProp))] + public bool CenterAsButton; + + /// + /// Initializes a new instance of the class. + /// + public RadialMenu() + : this(0, 0) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// Position X coordinate + /// Position Y coordinate + /// Width + /// Height + public RadialMenu(float x, float y, float width = 100, float height = 100) + : base(x, y, width, height) + { + var style = Style.Current; + if (style != null) + { + BackgroundColor = style.BackgroundNormal; + HighlightColor = style.BackgroundSelected; + ForegroundColor = style.BackgroundHighlighted; + SelectionColor = style.BackgroundSelected; + } + } + + /// + /// Initializes a new instance of the class. + /// + /// Position + /// Size + public RadialMenu(Float2 location, Float2 size) + : this(location.X, location.Y, size.X, size.Y) + { + } + + /// + public override void DrawSelf() + { + if (_materialInstance == null && Material != null) + { + _materialInstance = Material.CreateVirtualInstance(); + _materialIsDirty = true; + } + if (_materialInstance != null) + { + if (_materialIsDirty) + { + _materialInstance.SetParameterValue("RadialMenu_EdgeOffset", Math.Clamp(1 - _edgeOffset, 0, 1)); + _materialInstance.SetParameterValue("RadialMenu_Thickness", Math.Clamp(_thickness, 0, 1)); + _materialInstance.SetParameterValue("RadialMenu_Angle", (1.0f / _segmentCount) * Mathf.Pi); + _materialInstance.SetParameterValue("RadialMenu_SegmentCount", _segmentCount); + _materialInstance.SetParameterValue("RadialMenu_HighlightColor", _highlightColor); + _materialInstance.SetParameterValue("RadialMenu_ForegroundColor", _foregroundColor); + _materialInstance.SetParameterValue("RadialMenu_BackgroundColor", BackgroundColor); + _materialInstance.SetParameterValue("RadialMenu_Rotation", -_angle + Mathf.Pi); + UpdateSelectionColor(); + _materialIsDirty = false; + } + Render2D.DrawMaterial(_materialInstance, new Rectangle(Float2.Zero, new Float2(Size.X < Size.Y ? Size.X : Size.Y))); + } + } + + /// + public override void OnMouseMove(Float2 location) + { + if (_materialInstance != null) + { + if (_highlightSegment == -1) + { + var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f; + var max = (1 - _edgeOffset) * USize * 0.5f; + var val = ((USize * 0.5f) - location).Length; + if (Mathf.IsInRange(val, min, max) || val < min && AllowChangeSelectionWhenInside) + { + UpdateAngle(ref location); + } + } + } + + base.OnMouseMove(location); + } + + /// + public override bool OnMouseDown(Float2 location, MouseButton button) + { + if (_materialInstance == null) + return base.OnMouseDown(location, button); + + var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f; + var max = (1 - _edgeOffset) * USize * 0.5f; + var val = ((USize * 0.5f) - location).Length; + var c = val < min && CenterAsButton; + var selected = (int)_selectedSegment; + selected++; + if (Mathf.IsInRange(val, min, max) || c) + { + _highlightSegment = c ? 0 : selected; + UpdateSelectionColor(); + return true; + } + else + { + _highlightSegment = -1; + UpdateSelectionColor(); + } + + return base.OnMouseDown(location, button); + } + + /// + public override bool OnMouseUp(Float2 location, MouseButton button) + { + if (_materialInstance == null) + return base.OnMouseDown(location, button); + + if (_highlightSegment >= 0) + { + Selected?.Invoke(_highlightSegment); + _highlightSegment = -1; + UpdateSelectionColor(); + var min = ((1 - _edgeOffset) - _thickness) * USize * 0.5f; + var max = (1 - _edgeOffset) * USize * 0.5f; + var val = ((USize * 0.5f) - location).Length; + if (Mathf.IsInRange(val, min, max) || val < min && AllowChangeSelectionWhenInside) + { + UpdateAngle(ref location); + } + } + + return base.OnMouseUp(location, button); + } + + /// + public override void OnMouseLeave() + { + if (_materialInstance == null) + return; + + _selectedSegment = 0; + _highlightSegment = -1; + Selected?.Invoke(_highlightSegment); + UpdateSelectionColor(); + } + + /// + public override void OnChildrenChanged() + { + _segmentCount = 0; + for (int i = 0; i < Children.Count; i++) + { + if (Children[i] is Image) + { + _segmentCount++; + } + } + _materialIsDirty = true; + + base.OnChildrenChanged(); + } + + /// + public override void PerformLayout(bool force = false) + { + var sa = -1.0f / _segmentCount * Mathf.TwoPi; + var midp = USize * 0.5f; + var mp = ((1 - _edgeOffset) - (_thickness * 0.5f)) * midp; + float f = 0; + if (_segmentCount % 2 != 0) + { + f += sa * 0.5f; + } + if (_materialInstance == null) + { + for (int i = 0; i < Children.Count; i++) + { + Children[i].Center = Rotate2D(new Float2(0, mp), f) + midp; + f += sa; + } + } + else + { + for (int i = 0; i < Children.Count; i++) + { + if (Children[i] is Image) + { + Children[i].Center = Rotate2D(new Float2(0, mp), f) + midp; + f += sa; + } + } + } + + base.PerformLayout(force); + } + + private void UpdateSelectionColor() + { + Color color; + if (_highlightSegment == -1) + { + color = _foregroundColor; + } + else + { + if (CenterAsButton) + { + color = _highlightSegment > 0 ? SelectionColor : _foregroundColor; + } + else + { + color = SelectionColor; + } + } + _materialInstance.SetParameterValue("RadialMenu_SelectionColor", color); + } + + private void UpdateAngle(ref Float2 location) + { + var size = new Float2(USize); + var p = (size * 0.5f) - location; + var sa = (1.0f / _segmentCount) * Mathf.TwoPi; + _angle = Mathf.Atan2(p.X, p.Y); + _angle = Mathf.Ceil((_angle - (sa * 0.5f)) / sa) * sa; + _selectedSegment = _angle; + _selectedSegment = Mathf.RoundToInt((_selectedSegment < 0 ? Mathf.TwoPi + _selectedSegment : _selectedSegment) / sa); + if (float.IsNaN(_angle) || float.IsInfinity(_angle)) + _angle = 0; + _materialInstance.SetParameterValue("RadialMenu_Rotation", -_angle + Mathf.Pi); + } + + private static Float2 Rotate2D(Float2 point, float angle) + { + return new Float2(Mathf.Cos(angle) * point.X + Mathf.Sin(angle) * point.Y, + Mathf.Cos(angle) * point.Y - Mathf.Sin(angle) * point.X); + } + } +}