Firstborn/Library/PackageCache/com.unity.shadergraph@12.1.8/Editor/Data/Nodes/SlotValue.cs

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2023-03-28 13:24:16 -04:00
using System;
using System.Collections.Generic;
using UnityEditor.Graphing;
namespace UnityEditor.ShaderGraph
{
[Serializable]
enum SlotValueType
{
SamplerState,
DynamicMatrix,
Matrix4,
Matrix3,
Matrix2,
Texture2D,
Texture2DArray,
Texture3D,
Cubemap,
Gradient,
DynamicVector,
Vector4,
Vector3,
Vector2,
Vector1,
Dynamic,
Boolean,
VirtualTexture,
PropertyConnectionState,
}
enum ConcreteSlotValueType
{
SamplerState,
Matrix4,
Matrix3,
Matrix2,
Texture2D,
Texture2DArray,
Texture3D,
Cubemap,
Gradient,
Vector4,
Vector3,
Vector2,
Vector1,
Boolean,
VirtualTexture,
PropertyConnectionState
}
// This enum must match ConcreteSlotValueType enum and is used to give friendly name in the enum popup used for custom function
enum ConcreteSlotValueTypePopupName
{
SamplerState = ConcreteSlotValueType.SamplerState,
Matrix4 = ConcreteSlotValueType.Matrix4,
Matrix3 = ConcreteSlotValueType.Matrix3,
Matrix2 = ConcreteSlotValueType.Matrix2,
Texture2D = ConcreteSlotValueType.Texture2D,
Texture2DArray = ConcreteSlotValueType.Texture2DArray,
Texture3D = ConcreteSlotValueType.Texture3D,
Cubemap = ConcreteSlotValueType.Cubemap,
Gradient = ConcreteSlotValueType.Gradient,
Vector4 = ConcreteSlotValueType.Vector4,
Vector3 = ConcreteSlotValueType.Vector3,
Vector2 = ConcreteSlotValueType.Vector2,
Float = ConcreteSlotValueType.Vector1, // This is currently the only renaming we need - rename Vector1 to Float
Boolean = ConcreteSlotValueType.Boolean,
VirtualTexture = ConcreteSlotValueType.VirtualTexture,
PropertyConnectionState = ConcreteSlotValueType.PropertyConnectionState,
// These allow the user to choose 'bare' types for custom function nodes
// they are treated specially in the conversion functions below
BareSamplerState = 1000 + ConcreteSlotValueType.SamplerState,
BareTexture2D = 1000 + ConcreteSlotValueType.Texture2D,
BareTexture2DArray = 1000 + ConcreteSlotValueType.Texture2DArray,
BareTexture3D = 1000 + ConcreteSlotValueType.Texture3D,
BareCubemap = 1000 + ConcreteSlotValueType.Cubemap,
}
static class SlotValueHelper
{
public static ConcreteSlotValueTypePopupName ToConcreteSlotValueTypePopupName(this ConcreteSlotValueType slotType, bool isBareResource)
{
ConcreteSlotValueTypePopupName result = (ConcreteSlotValueTypePopupName)slotType;
switch (slotType)
{
case ConcreteSlotValueType.SamplerState:
if (isBareResource)
result = ConcreteSlotValueTypePopupName.BareSamplerState;
break;
case ConcreteSlotValueType.Texture2D:
if (isBareResource)
result = ConcreteSlotValueTypePopupName.BareTexture2D;
break;
case ConcreteSlotValueType.Texture2DArray:
if (isBareResource)
result = ConcreteSlotValueTypePopupName.BareTexture2DArray;
break;
case ConcreteSlotValueType.Texture3D:
if (isBareResource)
result = ConcreteSlotValueTypePopupName.BareTexture3D;
break;
case ConcreteSlotValueType.Cubemap:
if (isBareResource)
result = ConcreteSlotValueTypePopupName.BareCubemap;
break;
}
return result;
}
public static ConcreteSlotValueType ToConcreteSlotValueType(this ConcreteSlotValueTypePopupName popup, out bool isBareResource)
{
switch (popup)
{
case ConcreteSlotValueTypePopupName.BareSamplerState:
isBareResource = true;
return ConcreteSlotValueType.SamplerState;
case ConcreteSlotValueTypePopupName.BareTexture2D:
isBareResource = true;
return ConcreteSlotValueType.Texture2D;
case ConcreteSlotValueTypePopupName.BareTexture2DArray:
isBareResource = true;
return ConcreteSlotValueType.Texture2DArray;
case ConcreteSlotValueTypePopupName.BareTexture3D:
isBareResource = true;
return ConcreteSlotValueType.Texture3D;
case ConcreteSlotValueTypePopupName.BareCubemap:
isBareResource = true;
return ConcreteSlotValueType.Cubemap;
}
;
isBareResource = false;
return (ConcreteSlotValueType)popup;
}
public static bool AllowedAsSubgraphOutput(this ConcreteSlotValueTypePopupName type)
{
// virtual textures and bare types disallowed
return (type < ConcreteSlotValueTypePopupName.VirtualTexture);
}
public static int GetChannelCount(this ConcreteSlotValueType type)
{
switch (type)
{
case ConcreteSlotValueType.Vector4:
return 4;
case ConcreteSlotValueType.Vector3:
return 3;
case ConcreteSlotValueType.Vector2:
return 2;
case ConcreteSlotValueType.Vector1:
return 1;
default:
return 0;
}
}
public static int GetMatrixDimension(ConcreteSlotValueType type)
{
switch (type)
{
case ConcreteSlotValueType.Matrix4:
return 4;
case ConcreteSlotValueType.Matrix3:
return 3;
case ConcreteSlotValueType.Matrix2:
return 2;
default:
return 0;
}
}
public static ConcreteSlotValueType ConvertMatrixToVectorType(ConcreteSlotValueType matrixType)
{
switch (matrixType)
{
case ConcreteSlotValueType.Matrix4:
return ConcreteSlotValueType.Vector4;
case ConcreteSlotValueType.Matrix3:
return ConcreteSlotValueType.Vector3;
default:
return ConcreteSlotValueType.Vector2;
}
}
static Dictionary<ConcreteSlotValueType, List<SlotValueType>> s_ValidConversions;
static List<SlotValueType> s_ValidSlotTypes;
public static bool AreCompatible(SlotValueType inputType, ConcreteSlotValueType outputType, bool outputTypeIsConnectionTestable = false)
{
if (s_ValidConversions == null)
{
var validVectors = new List<SlotValueType>()
{
SlotValueType.Dynamic, SlotValueType.DynamicVector,
SlotValueType.Vector1, SlotValueType.Vector2, SlotValueType.Vector3, SlotValueType.Vector4
};
s_ValidConversions = new Dictionary<ConcreteSlotValueType, List<SlotValueType>>()
{
{ConcreteSlotValueType.Boolean, new List<SlotValueType>() {SlotValueType.Boolean}},
{ConcreteSlotValueType.Vector1, validVectors},
{ConcreteSlotValueType.Vector2, validVectors},
{ConcreteSlotValueType.Vector3, validVectors},
{ConcreteSlotValueType.Vector4, validVectors},
{ConcreteSlotValueType.Matrix2, new List<SlotValueType>()
{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2}},
{ConcreteSlotValueType.Matrix3, new List<SlotValueType>()
{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2, SlotValueType.Matrix3}},
{ConcreteSlotValueType.Matrix4, new List<SlotValueType>()
{SlotValueType.Dynamic, SlotValueType.DynamicMatrix, SlotValueType.Matrix2, SlotValueType.Matrix3, SlotValueType.Matrix4}},
{ConcreteSlotValueType.Texture2D, new List<SlotValueType>() {SlotValueType.Texture2D}},
{ConcreteSlotValueType.Texture3D, new List<SlotValueType>() {SlotValueType.Texture3D}},
{ConcreteSlotValueType.Texture2DArray, new List<SlotValueType>() {SlotValueType.Texture2DArray}},
{ConcreteSlotValueType.Cubemap, new List<SlotValueType>() {SlotValueType.Cubemap}},
{ConcreteSlotValueType.SamplerState, new List<SlotValueType>() {SlotValueType.SamplerState}},
{ConcreteSlotValueType.Gradient, new List<SlotValueType>() {SlotValueType.Gradient}},
{ConcreteSlotValueType.VirtualTexture, new List<SlotValueType>() {SlotValueType.VirtualTexture}},
};
}
if (inputType == SlotValueType.PropertyConnectionState)
{
return outputTypeIsConnectionTestable;
}
if (s_ValidConversions.TryGetValue(outputType, out s_ValidSlotTypes))
{
return s_ValidSlotTypes.Contains(inputType);
}
throw new ArgumentOutOfRangeException("Unknown Concrete Slot Type: " + outputType);
}
}
}