186 lines
6.6 KiB
C#
186 lines
6.6 KiB
C#
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Serialization;
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namespace UnityEditor.ShaderGraph
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{
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[Serializable]
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[Title("Utility", "Dropdown")]
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class DropdownNode : AbstractMaterialNode, IOnAssetEnabled, IGeneratesBodyCode
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{
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internal const int k_MinEnumEntries = 2;
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public DropdownNode()
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{
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UpdateNodeAfterDeserialization();
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}
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[SerializeField]
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JsonRef<ShaderDropdown> m_Dropdown;
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public ShaderDropdown dropdown
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{
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get { return m_Dropdown; }
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set
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{
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if (m_Dropdown == value)
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return;
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m_Dropdown = value;
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m_Dropdown.value.displayNameUpdateTrigger += UpdateNodeDisplayName;
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UpdateNode();
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Dirty(ModificationScope.Topological);
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}
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}
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public override bool canSetPrecision => false;
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public override bool hasPreview => true;
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public const int OutputSlotId = 0;
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public override bool allowedInMainGraph { get => false; }
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public void UpdateNodeDisplayName(string newDisplayName)
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{
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MaterialSlot foundSlot = FindSlot<MaterialSlot>(OutputSlotId);
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if (foundSlot != null)
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foundSlot.displayName = newDisplayName;
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}
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public void OnEnable()
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{
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UpdateNode();
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}
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public void UpdateNode()
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{
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name = dropdown.displayName;
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UpdatePorts();
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}
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void UpdatePorts()
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{
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// Get slots
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List<MaterialSlot> inputSlots = new List<MaterialSlot>();
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GetInputSlots(inputSlots);
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// Store the edges
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Dictionary<MaterialSlot, List<IEdge>> edgeDict = new Dictionary<MaterialSlot, List<IEdge>>();
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foreach (MaterialSlot slot in inputSlots)
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edgeDict.Add(slot, (List<IEdge>)slot.owner.owner.GetEdges(slot.slotReference));
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// Remove old slots
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for (int i = 0; i < inputSlots.Count; i++)
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{
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RemoveSlot(inputSlots[i].id);
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}
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// Add output slot
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AddSlot(new DynamicVectorMaterialSlot(OutputSlotId, "Out", "Out", SlotType.Output, Vector4.zero));
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// Add input slots
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int[] slotIds = new int[dropdown.entries.Count + 1];
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slotIds[dropdown.entries.Count] = OutputSlotId;
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for (int i = 0; i < dropdown.entries.Count; i++)
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{
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// Get slot based on entry id
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MaterialSlot slot = inputSlots.Where(x =>
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x.id == dropdown.entries[i].id &&
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x.RawDisplayName() == dropdown.entries[i].displayName &&
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x.shaderOutputName == dropdown.entries[i].displayName).FirstOrDefault();
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if (slot == null)
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{
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slot = new DynamicVectorMaterialSlot(dropdown.entries[i].id, dropdown.entries[i].displayName, dropdown.entries[i].displayName, SlotType.Input, Vector4.zero);
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}
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AddSlot(slot);
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slotIds[i] = dropdown.entries[i].id;
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}
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RemoveSlotsNameNotMatching(slotIds);
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// Reconnect the edges
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foreach (KeyValuePair<MaterialSlot, List<IEdge>> entry in edgeDict)
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{
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foreach (IEdge edge in entry.Value)
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{
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owner.Connect(edge.outputSlot, edge.inputSlot);
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}
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}
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ValidateNode();
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}
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public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
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{
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var outputSlot = FindOutputSlot<MaterialSlot>(OutputSlotId);
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bool isGeneratingSubgraph = owner.isSubGraph && (generationMode != GenerationMode.Preview);
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if (generationMode == GenerationMode.Preview || !isGeneratingSubgraph)
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{
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sb.AppendLine(string.Format($"{outputSlot.concreteValueType.ToShaderString()} {GetVariableNameForSlot(OutputSlotId)};"));
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var value = GetSlotValue(GetSlotIdForActiveSelection(), generationMode);
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sb.AppendLine(string.Format($"{GetVariableNameForSlot(OutputSlotId)} = {value};"));
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}
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else
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{
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// Iterate all entries in the dropdown
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for (int i = 0; i < dropdown.entries.Count; i++)
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{
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if (i == 0)
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{
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sb.AppendLine(string.Format($"{outputSlot.concreteValueType.ToShaderString()} {GetVariableNameForSlot(OutputSlotId)};"));
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sb.AppendLine($"if ({m_Dropdown.value.referenceName} == {i})");
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}
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else
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{
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sb.AppendLine($"else if ({m_Dropdown.value.referenceName} == {i})");
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}
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{
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sb.AppendLine("{");
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sb.IncreaseIndent();
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var value = GetSlotValue(GetSlotIdForPermutation(new KeyValuePair<ShaderDropdown, int>(dropdown, i)), generationMode);
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sb.AppendLine(string.Format($"{GetVariableNameForSlot(OutputSlotId)} = {value};"));
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sb.DecreaseIndent();
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sb.AppendLine("}");
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}
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if (i == dropdown.entries.Count - 1)
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{
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sb.AppendLine($"else");
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sb.AppendLine("{");
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sb.IncreaseIndent();
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var value = GetSlotValue(GetSlotIdForPermutation(new KeyValuePair<ShaderDropdown, int>(dropdown, 0)), generationMode);
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sb.AppendLine(string.Format($"{GetVariableNameForSlot(OutputSlotId)} = {value};"));
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sb.DecreaseIndent();
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sb.AppendLine("}");
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}
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}
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}
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}
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public int GetSlotIdForPermutation(KeyValuePair<ShaderDropdown, int> permutation)
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{
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return permutation.Key.entries[permutation.Value].id;
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}
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public int GetSlotIdForActiveSelection()
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{
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return dropdown.entries[dropdown.value].id;
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}
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protected override void CalculateNodeHasError()
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{
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if (dropdown == null || !owner.dropdowns.Any(x => x == dropdown))
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{
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owner.AddConcretizationError(objectId, "Dropdown Node has no associated dropdown.");
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hasError = true;
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}
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}
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}
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}
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