Пример #1
0
LastUpdatedInputNode::LastUpdatedInputNode( QSharedPointer<fugio::NodeInterface> pNode )
	: NodeControlBase( pNode )
{
	mPinInput = pinInput( "Input 1" );

	mPinOutput = pinOutput( "Output", next_uuid() );
}
Пример #2
0
int send_uuid(int sock_con) {
  char uuid[37];
  int rtn;

  next_uuid(uuid);
  rtn = write(sock_con, uuid, sizeof(uuid));
  check_pool(); // Refresh the pool if necessary
  return rtn;
}
Пример #3
0
ShaderNode::ShaderNode( QSharedPointer<InterfaceNode> pNode ) :
	NodeControlBase( pNode ), mProgramId( 0 ), mProgramLinked( false ), mFrameBufferId( 0 ), mLastShaderLoad( 0 ), mShaderGeomId( 0 ), mShaderTessCtrlId( 0 ),
	mShaderTessEvalId( 0 ), mShaderVertId( 0 ), mShaderFragId( 0 ),	mInitialised( false )
{
	mPinShaderVertex   = pinInput( "VertexShader" );
	mPinShaderTessCtrl = pinInput( "TessCtrlShader" );
	mPinShaderTessEval = pinInput( "TessEvalShader" );
	mPinShaderGeometry = pinInput( "GeometryShader" );
	mPinShaderFragment = pinInput( "FragmentShader" );

	mPinShaderGeometry->registerInterface( IID_SYNTAX_HIGHLIGHTER, this );
	mPinShaderVertex->registerInterface( IID_SYNTAX_HIGHLIGHTER, this );
	mPinShaderTessCtrl->registerInterface( IID_SYNTAX_HIGHLIGHTER, this );
	mPinShaderTessEval->registerInterface( IID_SYNTAX_HIGHLIGHTER, this );
	mPinShaderFragment->registerInterface( IID_SYNTAX_HIGHLIGHTER, this );

	mPinState    = pinInput( "State" );
	mPinGeometry = pinInput( "Geometry" );

	mOutputGeometry = pinOutput<InterfaceGeometry *>( "Output Geometry", mPinOutputGeometry, PID_GEOMETRY );

	mNode->addPin( mNode->context()->global()->createPin( "Output1", next_uuid(), mNode, PIN_OUTPUT ) );
}
Пример #4
0
InstanceBufferNode::InstanceBufferNode( QSharedPointer<fugio::NodeInterface> pNode )
	: NodeControlBase( pNode )
{
	mPinInput = pinInput( "Input", next_uuid() );
	mPinOutput = pinOutput( "Output", next_uuid() );
}