Beispiel #1
0
        private void WriteInputHeaders(List <Vertex> inputVertices)
        {
            foreach (Vertex v in inputVertices)
            {
                IModule  module       = v.Data.ParentModule as IModule;
                object[] compiledData = module.GetCompiledData(v.Data);
                ShaderNodeDataTypes.InputNodeType inputData
                    = compiledData[0] as ShaderNodeDataTypes.InputNodeType;
                for (int i = 1; i < compiledData.Count(); i++)
                {
                    if (compiledData[i] is KeyValuePair <object, string> )
                    {
                        KeyValuePair <object, string> KVP = (KeyValuePair <object, string>)compiledData[i];
                        if (!InputDict.ContainsKey(KVP.Key))
                        {
                            InputDict.Add(KVP.Key, KVP.Value);
                        }
                    }
                }

                if (inputData.CompiledHeaderString != null)
                {
                    string HeaderString = inputData.CompiledHeaderString;
                    if (HeaderString != null)
                    {
                        ParseOutputs(v, ref HeaderString);
                        WriteLine(HeaderString);
                    }
                }
            }
        }
Beispiel #2
0
 public object[] GetCompiledData(Node node)
 {
     ShaderNodeDataTypes.InputNodeType shaderNode = new ShaderNodeDataTypes.InputNodeType();
     ShaderTypes.float3 f3 = (ShaderTypes.float3)node.Items.FirstOrDefault(item => item.Tag == "out").OutputData;
     shaderNode.CompiledHeaderString = "uniform float3 {OUTPUT1_NAME} = {" + f3.x.ToString(CultureInfo.InvariantCulture) + "," +
                                       f3.y.ToString(CultureInfo.InvariantCulture) + "," + f3.z.ToString(CultureInfo.InvariantCulture) + "};";
     return(new[] { shaderNode });
 }
Beispiel #3
0
 public object[] GetCompiledData(Node node)
 {
     ShaderNodeDataTypes.InputNodeType shaderNode = new ShaderNodeDataTypes.InputNodeType();
     shaderNode.CompiledHeaderString = "uniform sampler2D {OUTPUT1_NAME} : register({REGISTER_NUM});";
     return(new[] { shaderNode });
 }