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#ActualAvengerDr

Posted 25 October 2013 - 04:59 PM

Sure, it is available here. You only need the librariers named "Odyssey.Common" and "Odyssey.Content". The rest is part of another project, a 2D UI library. The tool itself is the project named ShaderGenerator.

 

In order to build it you will probably have to change the SharpDX SDK line in the Build/ ... targets file to the location you have installed it. The two above projects should be compiled using the Win8Debug configuration. It should work on W7 too. The shaders themselves are defined in the ShaderGenerator/Shaders/Techniques subfolder. The Data/ResourceManager.cs class defines which shaders are loaded at startup. Though saving and loading shader graphs should work. You will need the ColorCode and Galasoft.MvvmLight nuget packages installed.

 

Let me know if you are able to run it. In order to compile shaders every item listed must be assigned to a technique. At the moment these are hardcoded but I am in the process of adding a new window that will allow defining new techniques.

 

Each technique can be decorated in code by Vertex/PixelShaderAttribute(s). These attributes are used when validating nodes. All attributes defined will be used to validate nodes that have the same attribute attached. For example the PhongPS shader does not have the PixelShaderAttribute for DiffuseMap. Thus when validating the PhongLightingNode, the DiffuseMapSampler node won't be checked and so on.

 

Clearly in order to use the automatic configuration of shader variables you would need to parse the metadata in the shader collection file from your own engine. I can post some examples if needed.


#3AvengerDr

Posted 25 October 2013 - 04:31 PM

Sure, it is available here. You only need the librariers named "Odyssey.Common" and "Odyssey.Content". The rest is part of another library that at the moment won't probably work as I am in the mid of some refactoring changes. The tool itself is the project named ShaderGenerator.

 

In order to build it you will probably have to change the SharpDX SDK line in the Build/ ... targets file to the location you have installed it. The two above projects should be compiled using the Win8Debug configuration. It should work on W7 too. The shaders themselves are defined in the ShaderGenerator/Shaders/Techniques subfolder. The Data/ResourceManager.cs class defines which shaders are loaded at startup. Though saving and loading shader graphs should work. You will need the ColorCode and Galasoft.MvvmLight nuget packages installed.

 

Let me know if you are able to run it. In order to compile shaders every item listed must be assigned to a technique. At the moment these are hardcoded but I am in the process of adding a new window that will allow defining new techniques.

 

Each technique can be decorated in code by Vertex/PixelShaderAttribute(s). These attributes are used when validating nodes. All attributes defined will be used to validate nodes that have the same attribute attached. For example the PhongPS shader does not have the PixelShaderAttribute for DiffuseMap. Thus when validating the PhongLightingNode, the DiffuseMapSampler node won't be checked and so on.

 

Clearly in order to use the automatic configuration of shader variables you would need to parse the metadata in the shader collection file from your own engine. I can post some examples if needed.


#2AvengerDr

Posted 25 October 2013 - 01:57 PM

Sure, it is available here. You only need the librariers named "Odyssey.Common" and "Odyssey.Content". The rest is part of another library that at the moment won't probably work as I am in the mid of some refactoring changes. The tool itself is the project named ShaderGenerator.

 

In order to build it you will probably have to change the SharpDX SDK line in the Build/ ... targets file to the location you have installed it. The two above projects should be compiled using the Win8Debug configuration. It should work on W7 too. The shaders themselves are defined in the ShaderGenerator/Shaders/Techniques subfolder. The Data/ResourceManager.cs class defines which shaders are loaded at startup. Though saving and loading shader graphs should work. 

 

Let me know if you are able to run it. In order to compile shaders every item listed must be assigned to a technique. At the moment these are hardcoded but I am in the process of adding a new window that will allow defining new techniques.

 

Each technique can be decorated in code by Vertex/PixelShaderAttribute(s). These attributes are used when validating nodes. All attributes defined will be used to validate nodes that have the same attribute attached. For example the PhongPS shader does not have the PixelShaderAttribute for DiffuseMap. Thus when validating the PhongLightingNode, the DiffuseMapSampler node won't be checked and so on.

 

Clearly in order to use the automatic configuration of shader variables you would need to parse the metadata in the shader collection file from your own engine. I can post some examples if needed.


#1AvengerDr

Posted 25 October 2013 - 01:45 PM

Sure, it is available here. You only need the librariers named "Odyssey.Common" and "Odyssey.Content". The rest is part of another library that at the moment won't probably work as I am in the mid of some refactoring changes. The tool itself is the project named ShaderGenerator.

 

In order to build it you will probably have to change the SharpDX SDK line in the Build/ ... targets file to the location you have installed it. The two above projects should be compiled using the Win8Debug configuration. It should work on W7 too. The shaders themselves are defined in the ShaderGenerator/Shaders/Techniques subfolder. The Data/ResourceManager.cs class defines which shaders are loaded at startup. Though saving and loading shader graphs should work. 

 

Let me know if you are able to run it.


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