예제 #1
0
        //
        //      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);
        }
예제 #2
0
        //
        //      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;
        }