Пример #1
0
        public bool SaveInBD()
        {
            try
            {
                if (NameMV.Text != NameMVCB.Text)
                {
                    MaterialValues mv = new MaterialValues
                    {
                        Name     = NameMV.Text,
                        Unit     = UnitMV.Text,
                        Category = Categorie.Text
                    };
                }

                MaterialValuesAccounting MVA = new MaterialValuesAccounting
                {
                };
                DB.Save();
                return(true);
            }
            catch
            {
                return(false);
            }
        }
Пример #2
0
        private void NameMVCB_SelectionChanged(object sender, SelectionChangedEventArgs e)
        {
            NameMV.Text = NameMVCB.Text;
            MaterialValues mv = DB.db.MaterialValues.Where(w => w.Name == NameMVCB.Text).FirstOrDefault();

            UnitMV.Text    = mv.Unit;
            Categorie.Text = mv.Category;
        }
Пример #3
0
        private ShaderEffectProtoPixel LookupMaterial(FusMaterial m)
        {
            if (_matMap.TryGetValue(m, out var sfx))
            {
                return(sfx);
            }

            var vals = new MaterialValues();

            if (m.HasNormalMap)
            {
                vals.NormalMap          = m.NormalMap.Texture ?? null;
                vals.NormalMapIntensity = m.HasNormalMap ? m.NormalMap.Intensity : 0;
            }
            if (m.HasAlbedo)
            {
                vals.AlbedoColor   = m.Albedo.Color;
                vals.AlbedoMix     = m.Albedo.Mix;
                vals.AlbedoTexture = m.Albedo.Texture ?? null;
            }
            if (m.HasEmissive)
            {
                vals.EmissiveColor   = m.Emissive.Color;
                vals.EmissiveMix     = m.Emissive.Mix;
                vals.EmissiveTexture = m.Emissive.Texture ?? null;
            }

            if (m.HasSpecular)
            {
                vals.SpecularColor     = m.Specular.Color;
                vals.SpecularMix       = m.Specular.Mix;
                vals.SpecularTexture   = m.Specular.Texture ?? null;
                vals.SpecularIntensity = m.Specular.Intensity;
                vals.SpecularShininess = m.Specular.Shininess;
            }

            sfx = ShaderCodeBuilder.MakeShaderEffectFromShaderEffectPropsProto(
                new ShaderEffectProps
            {
                MatProbs =
                {
                    HasAlbedo          = m.HasAlbedo,
                    HasAlbedoTexture   = m.HasAlbedo && m.Albedo.Texture != null,
                    HasSpecular        = m.HasSpecular,
                    HasSpecularTexture = m.HasSpecular && m.Specular.Texture != null,
                    HasEmissive        = m.HasEmissive,
                    HasEmissiveTexture = m.HasEmissive && m.Emissive.Texture != null,
                    HasNormalMap       = m.HasNormalMap
                },
                MatType   = MaterialType.Standard,
                MatValues = vals
            });

            sfx.Name = m.Name ?? "";

            _matMap.Add(m, sfx);
            return(sfx);
        }