private void refreshToolStripMenuItem_Click(object sender, EventArgs e) { // Find the attached preview items and invalidate var n = ShaderFragmentNodeUtil.GetShaderFragmentNode(graphControl, AttachedId(sender)); if (n != null) { foreach (NodeItem i in n.Items) { if (i is ShaderFragmentPreviewItem) { ((ShaderFragmentPreviewItem)i).InvalidateShaderStructure(); } } } }
private void largePreviewToolStripMenuItem_Click(object sender, EventArgs e) { var n = ShaderFragmentNodeUtil.GetShaderFragmentNode(graphControl, AttachedId(sender)); if (n != null) { var nodeId = ((ShaderFragmentNodeTag)n.Tag).Id; // generate a preview builder for this specific node... var nodeGraph = ModelConversion.ToShaderPatcherLayer(graphControl); var shader = ShaderPatcherLayer.NodeGraph.GeneratePreviewShader(nodeGraph, nodeId); var builder = PreviewRender.Manager.Instance.CreatePreview(shader); // create a "LargePreview" window new LargePreview(builder, _document).Show(); } }
void OnConnectorDoubleClick(object sender, HyperGraph.GraphControl.NodeConnectorEventArgs e) { var dialog = new HyperGraph.TextEditForm(); dialog.InputText = "1.0f"; // look for an existing simple connection attached to this connector foreach (var i in e.Node.Connections) { if (i.To == e.Connector && i.From == null) { dialog.InputText = i.Name; } } var result = dialog.ShowDialog(); if (result == DialogResult.OK) { bool foundExisting = false; foreach (var i in e.Node.Connections) { if (i.To == e.Connector && i.From == null) { i.Name = dialog.InputText; foundExisting = true; } } if (!foundExisting) { var connection = new NodeConnection(); connection.To = e.Connector; connection.Name = dialog.InputText; e.Node.AddConnection(connection); } ShaderFragmentNodeUtil.InvalidateAttachedConstants(graphControl); } }
private void _materialParametersGrid_PropertyValueChanged(object s, PropertyValueChangedEventArgs e) { ShaderFragmentNodeUtil.InvalidateParameters(graphControl); graphControl.Refresh(); }
void OnConnectionRemoved(object sender, AcceptNodeConnectionEventArgs e) { ShaderFragmentNodeUtil.InvalidateShaderStructure(graphControl); }
void OnConnectionAdded(object sender, AcceptNodeConnectionEventArgs e) { e.Connection.Name = "Connection " + counter++; ShaderFragmentNodeUtil.InvalidateShaderStructure(graphControl); }
private void OnNodeRemoved(object sender, NodeEventArgs args) { OnNodesChange(); ShaderFragmentNodeUtil.InvalidateShaderStructure(graphControl); }