Exemplo n.º 1
0
    def __setstate__(self, state):
        self.__init__()
        
        self.id = state['id']
        self.type = state['type']
        self.name = state['name'] 
        self.nodeName = state['nodeName']
        self.author = state['author'] 
        self.help = state['help'] 
        self.internals = state['internals']
        self.code = state['code']         
        self.includes = state['includes']
        self.previewCodes = state['previewCodes']
        self.inputProps = state['inputProps'] 
        self.outputProps = state['outputProps']         
        
        # childs
        self.childs = set()
        
        # input links
        self.inputLinks = {}

        # output links
        self.outputLinks = {}
        for outputProp in self.outputProps:
            self.outputLinks[outputProp] = []
        
        # create new gfxNode
        from gfx.view import GfxNode
        self.gfxNode = GfxNode(self)
        
        # set position
        pos = state['gfxNodePos']
        self.gfxNode.setPos(QtCore.QPointF(pos[0], pos[1]))
Exemplo n.º 2
0
    def __setstate__(self, state):
        self.__init__()
        
        self.id = state['id']
        self.type = state['type']
        self.name = state['name'] 
        self.nodeName = state['nodeName']
        self.author = state['author'] 
        self.help = state['help'] 
        self.internals = state['internals']
        self.code = state['code']         
        self.includes = state['includes']
        self.previewCodes = state['previewCodes']
        self.inputProps = state['inputProps'] 
        self.outputProps = state['outputProps']         
        
        # childs
        self.childs = set()
        
        # input links
        self.inputLinks = {}

        # output links
        self.outputLinks = {}
        for outputProp in self.outputProps:
            self.outputLinks[outputProp] = []
        
        # create new gfxNode
        from gfx.view import GfxNode
        self.gfxNode = GfxNode(self)
        
        # set position
        pos = state['gfxNodePos']
        self.gfxNode.setPos(QtCore.QPointF(pos[0], pos[1]))
Exemplo n.º 3
0
    def buildFrom(cls, type, name, nodeName, author, help,
                  inputProps, outputProps, internals, code, includes, previewCodes):
        node = cls()
        
        # id to identify a single instance
        Node.id += 1
        node.id = Node.id
        
        # node stuff
        node.type = type
        node.name = name
        node.nodeName = nodeName
        node.author = author
        node.help = help
        node.code = code
        node.includes = includes
        node.previewCodes = previewCodes
        
        node.childs = set()
        
        # internals
        node.internals = internals
        
        # input properties
        node.inputProps = inputProps
        
        # output properties
        node.outputProps = outputProps
        
        # input links
        node.inputLinks = {}

        # output links
        node.outputLinks = {}
        for outputProp in node.outputProps:
            node.outputLinks[outputProp] = []
                    
        # create gfxNode
        from gfx.view import GfxNode
        node.gfxNode = GfxNode(node)
                
        return node
Exemplo n.º 4
0
class Node(object):
    id = 0

    def __init__(self):
        self.id = None
        self.type = None
        self.name = None
        self.childs = set()
        self.nodeName = None
        self.author = None
        self.help = None
        self.code = None
        self.internals = None
        self.includes = None
        self.inputProps = None
        self.outputProps = None
        self.inputLinks = None
        self.outputLinks = None        
        self.gfxNode = None
        self.previewCodes = None
    
    @classmethod
    def buildFrom(cls, type, name, nodeName, author, help,
                  inputProps, outputProps, internals, code, includes, previewCodes):
        node = cls()
        
        # id to identify a single instance
        Node.id += 1
        node.id = Node.id
        
        # node stuff
        node.type = type
        node.name = name
        node.nodeName = nodeName
        node.author = author
        node.help = help
        node.code = code
        node.includes = includes
        node.previewCodes = previewCodes
        
        node.childs = set()
        
        # internals
        node.internals = internals
        
        # input properties
        node.inputProps = inputProps
        
        # output properties
        node.outputProps = outputProps
        
        # input links
        node.inputLinks = {}

        # output links
        node.outputLinks = {}
        for outputProp in node.outputProps:
            node.outputLinks[outputProp] = []
                    
        # create gfxNode
        from gfx.view import GfxNode
        node.gfxNode = GfxNode(node)
                
        return node

    def __getstate__(self):
        state = {}
        
        # save state
        state['id'] = self.id
        state['type'] = self.type
        state['name'] = self.name
        state['nodeName'] = self.nodeName
        state['author'] = self.author
        state['help'] = self.help
        state['internals'] = self.internals
        state['code'] = self.code        
        state['includes'] = self.includes
        state['previewCodes'] = self.previewCodes
        state['inputProps'] = self.inputProps
        state['outputProps'] = self.outputProps        
        state['gfxNodePos'] = (self.gfxNode.pos().x(), self.gfxNode.pos().y())
        
        return state

    def __setstate__(self, state):
        self.__init__()
        
        self.id = state['id']
        self.type = state['type']
        self.name = state['name'] 
        self.nodeName = state['nodeName']
        self.author = state['author'] 
        self.help = state['help'] 
        self.internals = state['internals']
        self.code = state['code']         
        self.includes = state['includes']
        self.previewCodes = state['previewCodes']
        self.inputProps = state['inputProps'] 
        self.outputProps = state['outputProps']         
        
        # childs
        self.childs = set()
        
        # input links
        self.inputLinks = {}

        # output links
        self.outputLinks = {}
        for outputProp in self.outputProps:
            self.outputLinks[outputProp] = []
        
        # create new gfxNode
        from gfx.view import GfxNode
        self.gfxNode = GfxNode(self)
        
        # set position
        pos = state['gfxNodePos']
        self.gfxNode.setPos(QtCore.QPointF(pos[0], pos[1]))
            
    def copy(self):
        # copy input props
        inputProps = []
        for inputProp in self.inputProps:
            inputProps.append(inputProp.copy())    
        
        # copy output props
        outputProps = []
        for outputProp in self.outputProps:
            outputProps.append(outputProp.copy())
                    
        # create a new node, skipping links
        newNode = Node.buildFrom(self.type,
                                 self.name,
                                 self.nodeName,
                                 self.author,
                                 self.help,
                                 inputProps, outputProps,
                                 self.internals,
                                 self.code,
                                 self.includes,
                                 self.previewCodes)

        return newNode
            
    def attachOutputPropToLink(self, prop, link):
        self.outputLinks[prop].append(link)
        
    def detachOutputPropFromLink(self, prop, link):
        outputLinks = self.outputLinks[prop]
        outputLinks.remove(link)

    def attachInputPropToLink(self, prop, link):
        self.inputLinks[prop] = link
        
    def detachInputPropFromLink(self, prop):
        self.inputLinks.pop(prop)      
        
    def isInputPropertyLinked(self, property):
        return property in self.inputLinks.keys()   
    
    def getIncludes(self, includes, alreadyVisitedNodes = None):
        if alreadyVisitedNodes is None: alreadyVisitedNodes = set()
        
        # recurse down the tree
        for child in self.childs:
            if child not in alreadyVisitedNodes:
                child.getIncludes(includes, alreadyVisitedNodes)
        
        # append node includes
        includes += self.includes
        
        # update visited nodes
        alreadyVisitedNodes.add(self)  
    
    def getAvailableShaderParameters(self, params, alreadyVisitedNodes = None):
        if alreadyVisitedNodes is None: alreadyVisitedNodes = set()

        # recurse down the tree
        for child in self.childs:
            if child not in alreadyVisitedNodes:
                child.getAvailableShaderParameters(params, alreadyVisitedNodes)
        
        # append properties that are shader parameters
        for inputProp in self.inputProps:
            if not self.isInputPropertyLinked(inputProp):
                params.append({'property' : inputProp, 'node' : self})
        
        # update visited nodes
        alreadyVisitedNodes.add(self)                

    def getShaderParameters(self, params, alreadyVisitedNodes = None):
        if alreadyVisitedNodes is None: alreadyVisitedNodes = set()
        
        # recurse down the tree
        for child in self.childs:
            if child not in alreadyVisitedNodes:
                child.getShaderParameters(params, alreadyVisitedNodes)
        
        # append properties that are shader parameters
        for inputProp in self.inputProps:
            if not self.isInputPropertyLinked(inputProp) and inputProp.isShaderParameter:
                params.append('%s %s_%s = %s' % (inputProp.typeToStr(),
                                                 self.name, inputProp.name,
                                                 inputProp.valueToStr()))

        # update visited nodes
        alreadyVisitedNodes.add(self)                

    def getCode(self, shaderCode, alreadyGeneratedNodes = None):
        if alreadyGeneratedNodes is None: alreadyGeneratedNodes = set()

        print 'In node: %s' % self.name
        # recurse down the tree
        for child in self.childs:
            if child not in alreadyGeneratedNodes:
                shaderCode = child.getCode(shaderCode, alreadyGeneratedNodes)
                    
        # define start node comment
        nodeCode = '''// START NODE %s \n''' % self.name
        
        # declare and define input properties
        for inputProp in self.inputProps:
            if not self.isInputPropertyLinked(inputProp) and not inputProp.isShaderParameter:
                nodeCode += '''%s %s_%s = %s;\n''' % (inputProp.typeToStr(),
                                                      self.name, inputProp.name,
                                                      inputProp.valueToStr())
        
        import copy
        code = copy.deepcopy(self.code)

        # replace input properties
        for inputProp in self.inputProps:
            if self.isInputPropertyLinked(inputProp):
                inputLink = self.inputLinks[inputProp]                
                name = '%s_%s' % (inputLink.sourceNode.name, inputLink.sourceProp.name)
                code = code.replace('$(%s)' % inputProp.name, name)                
            else:
                name = '%s_%s' % (self.name, inputProp.name)
                code = code.replace('$(%s)' % inputProp.name, name)
                                        

        # replace output properties
        for outputProp in self.outputProps:                
            name = '%s_%s' % (self.name, outputProp.name)
            code = code.replace('$(%s)' % outputProp.name, name)            

        # replace internals
        for internal in self.internals:
            name = '%s_%s' % (self.name, internal)
            code = code.replace('$(%s)' % internal, name)     
        
        # append to node code
        nodeCode += '''\n%s\n''' % code        
               
        # define end node comment
        nodeCode += '''// END NODE %s \n\n''' % self.name
        
        # append to shader code
        shaderCode += nodeCode
        
        # update generated nodes
        alreadyGeneratedNodes.add(self)
        
        return shaderCode

    def getPreviewCode(self, shaderType):
        import copy
        previewCode = copy.deepcopy(self.previewCodes[shaderType])
        
        # replace output properties
        for outputProp in self.outputProps:                
            name = '%s_%s' % (self.name, outputProp.name)
            previewCode = previewCode.replace('$(%s)' % outputProp.name, name)        
            
        return previewCode    
Exemplo n.º 5
0
class Node(object):
    id = 0

    def __init__(self):
        self.id = None
        self.type = None
        self.name = None
        self.childs = set()
        self.nodeName = None
        self.author = None
        self.help = None
        self.code = None
        self.internals = None
        self.includes = None
        self.inputProps = None
        self.outputProps = None
        self.inputLinks = None
        self.outputLinks = None        
        self.gfxNode = None
        self.previewCodes = None
    
    @classmethod
    def buildFrom(cls, type, name, nodeName, author, help,
                  inputProps, outputProps, internals, code, includes, previewCodes):
        node = cls()
        
        # id to identify a single instance
        Node.id += 1
        node.id = Node.id
        
        # node stuff
        node.type = type
        node.name = name
        node.nodeName = nodeName
        node.author = author
        node.help = help
        node.code = code
        node.includes = includes
        node.previewCodes = previewCodes
        
        node.childs = set()
        
        # internals
        node.internals = internals
        
        # input properties
        node.inputProps = inputProps
        
        # output properties
        node.outputProps = outputProps
        
        # input links
        node.inputLinks = {}

        # output links
        node.outputLinks = {}
        for outputProp in node.outputProps:
            node.outputLinks[outputProp] = []
                    
        # create gfxNode
        from gfx.view import GfxNode
        node.gfxNode = GfxNode(node)
                
        return node

    def __getstate__(self):
        state = {}
        
        # save state
        state['id'] = self.id
        state['type'] = self.type
        state['name'] = self.name
        state['nodeName'] = self.nodeName
        state['author'] = self.author
        state['help'] = self.help
        state['internals'] = self.internals
        state['code'] = self.code        
        state['includes'] = self.includes
        state['previewCodes'] = self.previewCodes
        state['inputProps'] = self.inputProps
        state['outputProps'] = self.outputProps        
        state['gfxNodePos'] = (self.gfxNode.pos().x(), self.gfxNode.pos().y())
        
        return state

    def __setstate__(self, state):
        self.__init__()
        
        self.id = state['id']
        self.type = state['type']
        self.name = state['name'] 
        self.nodeName = state['nodeName']
        self.author = state['author'] 
        self.help = state['help'] 
        self.internals = state['internals']
        self.code = state['code']         
        self.includes = state['includes']
        self.previewCodes = state['previewCodes']
        self.inputProps = state['inputProps'] 
        self.outputProps = state['outputProps']         
        
        # childs
        self.childs = set()
        
        # input links
        self.inputLinks = {}

        # output links
        self.outputLinks = {}
        for outputProp in self.outputProps:
            self.outputLinks[outputProp] = []
        
        # create new gfxNode
        from gfx.view import GfxNode
        self.gfxNode = GfxNode(self)
        
        # set position
        pos = state['gfxNodePos']
        self.gfxNode.setPos(QtCore.QPointF(pos[0], pos[1]))
            
    def copy(self):
        # copy input props
        inputProps = []
        for inputProp in self.inputProps:
            inputProps.append(inputProp.copy())    
        
        # copy output props
        outputProps = []
        for outputProp in self.outputProps:
            outputProps.append(outputProp.copy())
                    
        # create a new node, skipping links
        newNode = Node.buildFrom(self.type,
                                 self.name,
                                 self.nodeName,
                                 self.author,
                                 self.help,
                                 inputProps, outputProps,
                                 self.internals,
                                 self.code,
                                 self.includes,
                                 self.previewCodes)

        return newNode
            
    def attachOutputPropToLink(self, prop, link):
        self.outputLinks[prop].append(link)
        
    def detachOutputPropFromLink(self, prop, link):
        outputLinks = self.outputLinks[prop]
        outputLinks.remove(link)

    def attachInputPropToLink(self, prop, link):
        self.inputLinks[prop] = link
        
    def detachInputPropFromLink(self, prop):
        self.inputLinks.pop(prop)      
        
    def isInputPropertyLinked(self, property):
        return property in self.inputLinks.keys()   
    
    def getIncludes(self, includes, alreadyVisitedNodes = None):
        if alreadyVisitedNodes is None: alreadyVisitedNodes = set()
        
        # recurse down the tree
        for child in self.childs:
            if child not in alreadyVisitedNodes:
                child.getIncludes(includes, alreadyVisitedNodes)
        
        # append node includes
        includes += self.includes
        
        # update visited nodes
        alreadyVisitedNodes.add(self)  
    
    def getAvailableShaderParameters(self, params, alreadyVisitedNodes = None):
        if alreadyVisitedNodes is None: alreadyVisitedNodes = set()

        # recurse down the tree
        for child in self.childs:
            if child not in alreadyVisitedNodes:
                child.getAvailableShaderParameters(params, alreadyVisitedNodes)
        
        # append properties that are shader parameters
        for inputProp in self.inputProps:
            if not self.isInputPropertyLinked(inputProp):
                params.append({'property' : inputProp, 'node' : self})
        
        # update visited nodes
        alreadyVisitedNodes.add(self)                

    def getShaderParameters(self, params, alreadyVisitedNodes = None):
        if alreadyVisitedNodes is None: alreadyVisitedNodes = set()
        
        # recurse down the tree
        for child in self.childs:
            if child not in alreadyVisitedNodes:
                child.getShaderParameters(params, alreadyVisitedNodes)
        
        # append properties that are shader parameters
        for inputProp in self.inputProps:
            if not self.isInputPropertyLinked(inputProp) and inputProp.isShaderParameter:
                params.append('%s %s_%s = %s' % (inputProp.typeToStr(),
                                                 self.name, inputProp.name,
                                                 inputProp.valueToStr()))

        # update visited nodes
        alreadyVisitedNodes.add(self)                

    def getCode(self, shaderCode, alreadyGeneratedNodes = None):
        if alreadyGeneratedNodes is None: alreadyGeneratedNodes = set()

        print 'In node: %s' % self.name
        # recurse down the tree
        for child in self.childs:
            if child not in alreadyGeneratedNodes:
                shaderCode = child.getCode(shaderCode, alreadyGeneratedNodes)
                    
        # define start node comment
        nodeCode = '''// START NODE %s \n''' % self.name
        
        # declare and define input properties
        for inputProp in self.inputProps:
            if not self.isInputPropertyLinked(inputProp) and not inputProp.isShaderParameter:
                nodeCode += '''%s %s_%s = %s;\n''' % (inputProp.typeToStr(),
                                                      self.name, inputProp.name,
                                                      inputProp.valueToStr())
        
        import copy
        code = copy.deepcopy(self.code)

        # replace input properties
        for inputProp in self.inputProps:
            if self.isInputPropertyLinked(inputProp):
                inputLink = self.inputLinks[inputProp]                
                name = '%s_%s' % (inputLink.sourceNode.name, inputLink.sourceProp.name)
                code = code.replace('$(%s)' % inputProp.name, name)                
            else:
                name = '%s_%s' % (self.name, inputProp.name)
                code = code.replace('$(%s)' % inputProp.name, name)
                                        

        # replace output properties
        for outputProp in self.outputProps:                
            name = '%s_%s' % (self.name, outputProp.name)
            code = code.replace('$(%s)' % outputProp.name, name)            

        # replace internals
        for internal in self.internals:
            name = '%s_%s' % (self.name, internal)
            code = code.replace('$(%s)' % internal, name)     
        
        # append to node code
        nodeCode += '''\n%s\n''' % code        
               
        # define end node comment
        nodeCode += '''// END NODE %s \n\n''' % self.name
        
        # append to shader code
        shaderCode += nodeCode
        
        # update generated nodes
        alreadyGeneratedNodes.add(self)
        
        return shaderCode

    def getPreviewCode(self, shaderType):
        import copy
        previewCode = copy.deepcopy(self.previewCodes[shaderType])
        
        # replace output properties
        for outputProp in self.outputProps:                
            name = '%s_%s' % (self.name, outputProp.name)
            previewCode = previewCode.replace('$(%s)' % outputProp.name, name)        
            
        return previewCode