コード例 #1
0
ファイル: ExampleForm.cs プロジェクト: taknim/XLE
        private void OnFragmentTreeItemDrag(object sender, ItemDragEventArgs e)
        {
            if (e != null)
            {
                if (e.Item is Aga.Controls.Tree.TreeNodeAdv[])
                {
                    var array = (Aga.Controls.Tree.TreeNodeAdv[])e.Item;
                    foreach (var a in array)
                    {
                        if (a.Tag is TreeViewArchiveModel.ShaderFragmentItem)
                        {
                            var item = (TreeViewArchiveModel.ShaderFragmentItem)a.Tag;

                            var archiveName = item.ArchiveName;
                            if (archiveName != null && archiveName.Length > 0)
                            {
                                var fn = ShaderFragmentArchive.Archive.GetFunction(archiveName);
                                if (fn != null)
                                {
                                    this.DoDragDrop(ShaderFragmentNodeCreator.CreateNode(fn, archiveName, graphControl, _document), DragDropEffects.Copy);
                                }
                            }
                        }
                        else if (a.Tag is TreeViewArchiveModel.ParameterStructItem)
                        {
                            var item = (TreeViewArchiveModel.ParameterStructItem)a.Tag;

                            var archiveName = item.ArchiveName;
                            if (archiveName != null && archiveName.Length > 0)
                            {
                                var fn = ShaderFragmentArchive.Archive.GetParameterStruct(archiveName);
                                if (fn != null)
                                {
                                    this.DoDragDrop(ShaderFragmentNodeCreator.CreateParameterNode(fn, archiveName, ShaderFragmentArchive.Parameter.SourceType.Material), DragDropEffects.Copy);
                                }
                            }
                        }
                    }
                }
            }
        }
コード例 #2
0
ファイル: ModelConversion.cs プロジェクト: taknim/XLE
        //
        //      Convert from the "ViewModel" to the "Model"
        //
        //      We don't maintain the ShaderPatcherLayer.NodeGraph representation
        //      permanently... But we need this for serialization and shader
        //      generation operations
        //
        //      So, let's just build it from the graph control object.
        //
        public static ShaderPatcherLayer.NodeGraph ToShaderPatcherLayer(HyperGraph.GraphControl graphControl)
        {
            ShaderPatcherLayer.NodeGraph nodeGraph          = new ShaderPatcherLayer.NodeGraph();
            Dictionary <Node, int>       nodeToVisualNodeId = new Dictionary <Node, int>();

            foreach (Node n in graphControl.Nodes)
            {
                if (n.Tag is ShaderFragmentNodeTag)
                {
                    ShaderFragmentNodeTag   nTag       = (ShaderFragmentNodeTag)n.Tag;
                    ShaderPatcherLayer.Node resultNode = new ShaderPatcherLayer.Node();
                    resultNode.FragmentArchiveName = nTag.ArchiveName;
                    resultNode.NodeId = nTag.Id;

                    if (n.Tag is ShaderParameterNodeTag)
                    {
                        //  This is a hack... But there should be a drop down list that
                        //  can tell us the type of this parameter struct box.
                        foreach (var i in n.Items)
                        {
                            if (i is HyperGraph.Items.NodeDropDownItem)
                            {
                                var dropDown        = (HyperGraph.Items.NodeDropDownItem)i;
                                var stringForm      = dropDown.Items[dropDown.SelectedIndex];
                                var parameterSource = ShaderFragmentNodeCreator.AsSourceType(stringForm);
                                resultNode.NodeType = AsNodeType(parameterSource);
                            }
                        }
                    }
                    else
                    {
                        resultNode.NodeType = ShaderPatcherLayer.Node.Type.Procedure;
                    }

                    {
                        if (nodeToVisualNodeId.ContainsKey(n))
                        {
                            resultNode.VisualNodeId = nodeToVisualNodeId[n];
                        }
                        else
                        {
                            resultNode.VisualNodeId = nodeGraph.VisualNodes.Count();
                            nodeToVisualNodeId.Add(n, resultNode.VisualNodeId);
                            var visualNode = new ShaderPatcherLayer.VisualNode();
                            visualNode.Location = n.Location;
                            if (n.Collapsed)
                            {
                                visualNode.State = ShaderPatcherLayer.VisualNode.StateType.Collapsed;
                            }
                            else
                            {
                                visualNode.State = ShaderPatcherLayer.VisualNode.StateType.Normal;
                            }
                            nodeGraph.VisualNodes.Add(visualNode);
                        }
                    }

                    nodeGraph.Nodes.Add(resultNode);

                    foreach (NodeConnection connection in n.Connections)
                    {
                        if (connection.From == null)
                        {
                            // this is a direct constant connection. It connects the value either to a constant value, or some named variable
                            if (connection.To != null)
                            {
                                Node destination = connection.To.Node;
                                if (destination.Tag is ShaderFragmentNodeTag)
                                {
                                    ShaderFragmentNodeTag dTag = (ShaderFragmentNodeTag)destination.Tag;
                                    ShaderPatcherLayer.NodeConstantConnection resultConnection = new ShaderPatcherLayer.NodeConstantConnection();
                                    resultConnection.Value        = connection.Name;
                                    resultConnection.OutputNodeID = dTag.Id;
                                    if (connection.To.Item is ShaderFragmentNodeItem)
                                    {
                                        ShaderFragmentNodeItem destinationItem = (ShaderFragmentNodeItem)connection.To.Item;
                                        resultConnection.OutputParameterName = destinationItem.Name;
                                    }

                                    nodeGraph.NodeConstantConnections.Add(resultConnection);
                                }
                            }
                        }
                        else if (connection.From.Node == n)
                        {
                            // This is an output to the next node
                            Node destination = connection.To.Node;
                            if (destination.Tag is ShaderFragmentNodeTag)
                            {
                                ShaderFragmentNodeTag             dTag             = (ShaderFragmentNodeTag)destination.Tag;
                                ShaderPatcherLayer.NodeConnection resultConnection = new ShaderPatcherLayer.NodeConnection();
                                resultConnection.InputNodeID  = nTag.Id;
                                resultConnection.OutputNodeID = dTag.Id;
                                if (connection.To.Item is ShaderFragmentNodeItem)
                                {
                                    ShaderFragmentNodeItem destinationItem = (ShaderFragmentNodeItem)connection.To.Item;
                                    resultConnection.OutputParameterName = destinationItem.Name;
                                    resultConnection.OutputType          = TypeFromNodeItem(destinationItem);
                                }
                                if (connection.From.Item is ShaderFragmentNodeItem)
                                {
                                    ShaderFragmentNodeItem sourceItem = (ShaderFragmentNodeItem)connection.From.Item;
                                    resultConnection.InputParameterName = sourceItem.Name;
                                    resultConnection.InputType          = TypeFromNodeItem(sourceItem);
                                }

                                nodeGraph.NodeConnections.Add(resultConnection);
                            }
                        }
                    }
                }
            }

            return(nodeGraph);
        }
コード例 #3
0
        public static bool FillInMaterialParameters(ShaderDiagram.Document document, HyperGraph.GraphControl graphControl)
        {
            //
            //      Look for new or removed material parameters
            //      and update the material parameters dictionary
            //
            Dictionary <String, String> newMaterialParameters = new Dictionary <String, String>();

            foreach (Node n in graphControl.Nodes)
            {
                if (n.Tag is ShaderParameterNodeTag && n.Items.Count() > 0)
                {
                    // look for a drop down list element -- this will tell us the type
                    ShaderFragmentArchive.Parameter.SourceType type =
                        ShaderFragmentArchive.Parameter.SourceType.System;
                    foreach (var i in n.Items)
                    {
                        if (i is HyperGraph.Items.NodeDropDownItem)
                        {
                            var dropDown   = (HyperGraph.Items.NodeDropDownItem)i;
                            var stringForm = dropDown.Items[dropDown.SelectedIndex];
                            type = ShaderFragmentNodeCreator.AsSourceType(stringForm);
                            break;
                        }
                    }

                    if (type == ShaderFragmentArchive.Parameter.SourceType.Material)
                    {
                        foreach (var i in n.Items)
                        {
                            if (i is ShaderFragmentNodeItem)
                            {
                                ShaderFragmentNodeItem item = (ShaderFragmentNodeItem)i;
                                if (item.Output != null)
                                {
                                    if (!newMaterialParameters.ContainsKey(item.ArchiveName))
                                    {
                                        var param = ShaderFragmentArchive.Archive.GetParameter(item.ArchiveName);
                                        if (param != null)
                                        {
                                            newMaterialParameters.Add(item.ArchiveName, param.Type);
                                        }
                                        else
                                        {
                                            newMaterialParameters.Add(item.ArchiveName, "<<unknown>>");
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }

            bool          didSomething    = false;
            List <String> entriesToRemove = new List <String>();

            foreach (String s in document.PreviewMaterialState.Keys)
            {
                if (!newMaterialParameters.ContainsKey(s))
                {
                    entriesToRemove.Add(s);
                }
            }

            foreach (String s in entriesToRemove)
            {
                document.PreviewMaterialState.Remove(s);      // does this invalidate the iteration?
                didSomething = true;
            }

            foreach (KeyValuePair <String, String> s in newMaterialParameters)
            {
                if (!document.PreviewMaterialState.ContainsKey(s.Key))
                {
                    var           parameter = ShaderFragmentArchive.Archive.GetParameter(s.Key);
                    System.Object def       = null;
                    if (parameter != null && parameter.Default != null && parameter.Default.Length > 0)
                    {
                        def = ShaderPatcherLayer.TypeRules.CreateFromString(parameter.Default, parameter.Type);
                    }

                    var parameterName = s.Key;
                    if (parameter != null)
                    {
                        parameterName = parameter.Name;
                    }

                    if (def != null)
                    {
                        document.PreviewMaterialState.Add(parameterName, def);
                    }
                    else
                    {
                        document.PreviewMaterialState.Add(parameterName, ShaderPatcherLayer.TypeRules.CreateDefaultObject(s.Value));
                    }

                    didSomething = true;
                }
            }

            return(didSomething);
        }
コード例 #4
0
ファイル: ModelConversion.cs プロジェクト: taknim/XLE
        public static void AddToHyperGraph(ShaderPatcherLayer.NodeGraph nodeGraph, HyperGraph.GraphControl graphControl, ShaderDiagram.Document doc)
        {
            //
            //      Convert from the "ShaderPatcherLayer" representation back to
            //      our graph control nodes.
            //
            //      This is required for robust serialisation. We can't easily
            //      serialise in and out the graph control objects directly, because
            //      it risks problems if the rendering code or shader fragment objects
            //      change. That is, it's not very version-robust.
            //
            //      It's better to serialise a slightly higher level representation
            //      that just contains the node names and connections. That way, we
            //      can adapt to changes in the tool and data.
            //
            {
                // --------< Basic Nodes >--------
                var newNodes            = new Dictionary <int, Node>();
                var nodeIdToControlNode = new Dictionary <UInt64, Node>();
                foreach (var n in nodeGraph.Nodes)
                {
                    if (!newNodes.ContainsKey(n.VisualNodeId))
                    {
                        if (n.NodeType == ShaderPatcherLayer.Node.Type.Procedure)
                        {
                            var fn = ShaderFragmentArchive.Archive.GetFunction(n.FragmentArchiveName);
                            if (fn != null)
                            {
                                var visualNode = nodeGraph.VisualNodes[n.VisualNodeId];
                                var newNode    = ShaderFragmentNodeCreator.CreateNode(fn, n.FragmentArchiveName, graphControl, doc);
                                newNode.Location              = visualNode.Location;
                                newNode.Collapsed             = visualNode.State == ShaderPatcherLayer.VisualNode.StateType.Collapsed;
                                newNodes[n.VisualNodeId]      = newNode;
                                nodeIdToControlNode[n.NodeId] = newNode;
                            }
                        }
                        else
                        {
                            var ps = ShaderFragmentArchive.Archive.GetParameterStruct(n.FragmentArchiveName);
                            if (ps != null)
                            {
                                var visualNode = nodeGraph.VisualNodes[n.VisualNodeId];
                                var newNode    = ShaderFragmentNodeCreator.CreateParameterNode(ps, n.FragmentArchiveName, AsSourceType(n.NodeType));
                                newNode.Location              = visualNode.Location;
                                newNode.Collapsed             = visualNode.State == ShaderPatcherLayer.VisualNode.StateType.Collapsed;
                                newNodes[n.VisualNodeId]      = newNode;
                                nodeIdToControlNode[n.NodeId] = newNode;
                            }
                        }
                    }
                }

                graphControl.AddNodes(newNodes.Values);

                // --------< Node Connections >--------
                foreach (var c in nodeGraph.NodeConnections)
                {
                    if (nodeIdToControlNode.ContainsKey(c.InputNodeID) && nodeIdToControlNode.ContainsKey(c.OutputNodeID))
                    {
                        var inputItem = FindOrCreateNodeItem(nodeIdToControlNode[c.InputNodeID],
                                                             (item) => (item.Output != null && item.Output.Enabled && item is ShaderFragmentNodeItem && ((ShaderFragmentNodeItem)item).Name.Equals(c.InputParameterName)),
                                                             () => new ShaderFragmentNodeItem("return", c.InputType, null, false, true));

                        var outputItem = FindOrCreateNodeItem(nodeIdToControlNode[c.OutputNodeID],
                                                              (item) => (item.Input != null && item.Input.Enabled && item is ShaderFragmentNodeItem && ((ShaderFragmentNodeItem)item).Name.Equals(c.OutputParameterName)),
                                                              () => new ShaderFragmentNodeItem(c.OutputParameterName, c.OutputType, null, true, false));

                        graphControl.Connect(inputItem.Output, outputItem.Input);
                    }
                }

                // --------< Node Constant Connections >--------
                foreach (var c in nodeGraph.NodeConstantConnections)
                {
                    if (nodeIdToControlNode.ContainsKey(c.OutputNodeID))
                    {
                        var node       = nodeIdToControlNode[c.OutputNodeID];
                        var outputItem = FindOrCreateNodeItem(node,
                                                              (item) => (item.Input != null && item.Input.Enabled && item is ShaderFragmentNodeItem && ((ShaderFragmentNodeItem)item).Name.Equals(c.OutputParameterName)),
                                                              () => new ShaderFragmentNodeItem(c.OutputParameterName, "float", null, true, false));

                        var connection = new NodeConnection();
                        connection.To   = outputItem.Input;
                        connection.Name = c.Value;
                        node.AddConnection(connection);
                    }
                }
            }
        }