Singularity/Library/PackageCache/com.unity.shadergraph@12.1.11/Editor/Data/Graphs/MaterialSlot.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor.Graphing;
using UnityEditor.ShaderGraph.Internal;
using UnityEditor.ShaderGraph.Serialization;
using UnityEditor.ShaderGraph.Drawing.Slots;
using UnityEngine.UIElements;
namespace UnityEditor.ShaderGraph
{
[Serializable]
abstract class MaterialSlot : JsonObject
{
const string k_NotInit = "Not Initialized";
[SerializeField]
int m_Id;
[SerializeField]
string m_DisplayName = k_NotInit;
[SerializeField]
SlotType m_SlotType = SlotType.Input;
[SerializeField]
bool m_Hidden;
[SerializeField]
string m_ShaderOutputName;
[SerializeField]
ShaderStageCapability m_StageCapability;
bool m_HasError;
protected MaterialSlot() { }
protected MaterialSlot(int slotId, string displayName, string shaderOutputName, SlotType slotType, ShaderStageCapability stageCapability = ShaderStageCapability.All, bool hidden = false)
{
m_Id = slotId;
m_DisplayName = displayName;
m_SlotType = slotType;
m_Hidden = hidden;
m_ShaderOutputName = shaderOutputName;
this.stageCapability = stageCapability;
}
internal void SetInternalData(SlotType slotType, string shaderOutputName)
{
this.m_SlotType = slotType;
this.shaderOutputName = shaderOutputName;
}
public bool IsConnectionTestable()
{
if (owner is SubGraphNode sgNode)
{
var property = sgNode.GetShaderProperty(id);
if (property != null)
{
return property.isConnectionTestable;
}
}
else if (owner is PropertyNode propertyNode)
{
return propertyNode.property.isConnectionTestable;
}
return false;
}
public VisualElement InstantiateCustomControl()
{
if (!isConnected && IsConnectionTestable())
{
var sgNode = owner as SubGraphNode;
var property = sgNode.GetShaderProperty(id);
return new LabelSlotControlView(property.customSlotLabel);
}
return null;
}
public virtual VisualElement InstantiateControl()
{
return null;
}
static string ConcreteSlotValueTypeAsString(ConcreteSlotValueType type)
{
switch (type)
{
case ConcreteSlotValueType.Vector1:
return "(1)";
case ConcreteSlotValueType.Vector2:
return "(2)";
case ConcreteSlotValueType.Vector3:
return "(3)";
case ConcreteSlotValueType.Vector4:
return "(4)";
case ConcreteSlotValueType.Boolean:
return "(B)";
case ConcreteSlotValueType.Matrix2:
return "(2x2)";
case ConcreteSlotValueType.Matrix3:
return "(3x3)";
case ConcreteSlotValueType.Matrix4:
return "(4x4)";
case ConcreteSlotValueType.SamplerState:
return "(SS)";
case ConcreteSlotValueType.Texture2D:
return "(T2)";
case ConcreteSlotValueType.Texture2DArray:
return "(T2A)";
case ConcreteSlotValueType.Texture3D:
return "(T3)";
case ConcreteSlotValueType.Cubemap:
return "(C)";
case ConcreteSlotValueType.Gradient:
return "(G)";
case ConcreteSlotValueType.VirtualTexture:
return "(VT)";
case ConcreteSlotValueType.PropertyConnectionState:
return "(P)";
default:
return "(E)";
}
}
public virtual string displayName
{
get { return m_DisplayName + ConcreteSlotValueTypeAsString(concreteValueType); }
set { m_DisplayName = value; }
}
public string RawDisplayName()
{
return m_DisplayName;
}
public static MaterialSlot CreateMaterialSlot(SlotValueType type, int slotId, string displayName, string shaderOutputName, SlotType slotType, Vector4 defaultValue, ShaderStageCapability shaderStageCapability = ShaderStageCapability.All, bool hidden = false)
{
switch (type)
{
case SlotValueType.SamplerState:
return new SamplerStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.DynamicMatrix:
return new DynamicMatrixMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Matrix4:
return new Matrix4MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Matrix3:
return new Matrix3MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Matrix2:
return new Matrix2MaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Texture2D:
return slotType == SlotType.Input
? new Texture2DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new Texture2DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Texture2DArray:
return slotType == SlotType.Input
? new Texture2DArrayInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new Texture2DArrayMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Texture3D:
return slotType == SlotType.Input
? new Texture3DInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new Texture3DMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Cubemap:
return slotType == SlotType.Input
? new CubemapInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new CubemapMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.VirtualTexture:
return slotType == SlotType.Input
? new VirtualTextureInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new VirtualTextureMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.Gradient:
return slotType == SlotType.Input
? new GradientInputMaterialSlot(slotId, displayName, shaderOutputName, shaderStageCapability, hidden)
: new GradientMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
case SlotValueType.DynamicVector:
return new DynamicVectorMaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden);
case SlotValueType.Vector4:
return new Vector4MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden);
case SlotValueType.Vector3:
return new Vector3MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden);
case SlotValueType.Vector2:
return new Vector2MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue, shaderStageCapability, hidden: hidden);
case SlotValueType.Vector1:
return new Vector1MaterialSlot(slotId, displayName, shaderOutputName, slotType, defaultValue.x, shaderStageCapability, hidden: hidden);
case SlotValueType.Dynamic:
return new DynamicValueMaterialSlot(slotId, displayName, shaderOutputName, slotType, new Matrix4x4(defaultValue, Vector4.zero, Vector4.zero, Vector4.zero), shaderStageCapability, hidden);
case SlotValueType.Boolean:
return new BooleanMaterialSlot(slotId, displayName, shaderOutputName, slotType, false, shaderStageCapability, hidden);
case SlotValueType.PropertyConnectionState:
return new PropertyConnectionStateMaterialSlot(slotId, displayName, shaderOutputName, slotType, shaderStageCapability, hidden);
}
throw new ArgumentOutOfRangeException("type", type, null);
}
public SlotReference slotReference
{
get { return new SlotReference(owner, m_Id); }
}
public AbstractMaterialNode owner { get; set; }
// if hidden, the slot does not create a port in the UI
public bool hidden
{
get { return m_Hidden; }
set { m_Hidden = value; }
}
public int id
{
get { return m_Id; }
}
public bool isInputSlot
{
get { return m_SlotType == SlotType.Input; }
}
public bool isOutputSlot
{
get { return m_SlotType == SlotType.Output; }
}
public SlotType slotType
{
get { return m_SlotType; }
}
public bool isConnected
{
get
{
// node and graph respectivly
if (owner == null || owner.owner == null)
return false;
var graph = owner.owner;
var edges = graph.GetEdges(slotReference);
return edges.Any();
}
}
public abstract bool isDefaultValue { get; }
public abstract SlotValueType valueType { get; }
public abstract ConcreteSlotValueType concreteValueType { get; }
public string shaderOutputName
{
get { return m_ShaderOutputName; }
private set { m_ShaderOutputName = value; }
}
public ShaderStageCapability stageCapability
{
get { return m_StageCapability; }
set { m_StageCapability = value; }
}
public bool hasError
{
get { return m_HasError; }
set { m_HasError = value; }
}
public bool IsUsingDefaultValue()
{
if (!isConnected && isDefaultValue)
return true;
else
return false;
}
public bool IsCompatibleWith(MaterialSlot otherSlot)
{
return otherSlot != null
&& otherSlot.owner != owner
&& otherSlot.isInputSlot != isInputSlot
&& !hidden
&& !otherSlot.hidden
&& ((isInputSlot
? SlotValueHelper.AreCompatible(valueType, otherSlot.concreteValueType, otherSlot.IsConnectionTestable())
: SlotValueHelper.AreCompatible(otherSlot.valueType, concreteValueType, IsConnectionTestable())));
}
public bool IsCompatibleStageWith(MaterialSlot otherSlot)
{
var startStage = otherSlot.stageCapability;
if (startStage == ShaderStageCapability.All || otherSlot.owner is SubGraphNode)
startStage = NodeUtils.GetEffectiveShaderStageCapability(otherSlot, true)
& NodeUtils.GetEffectiveShaderStageCapability(otherSlot, false);
return IsCompatibleStageWith(startStage);
}
internal bool IsCompatibleStageWith(ShaderStageCapability capability)
{
return capability == ShaderStageCapability.All || stageCapability == ShaderStageCapability.All || stageCapability == capability;
}
public string GetDefaultValue(GenerationMode generationMode, ConcretePrecision concretePrecision)
{
string defaultValue = GetDefaultValue(generationMode);
return defaultValue.Replace(PrecisionUtil.Token, concretePrecision.ToShaderString());
}
public virtual string GetDefaultValue(GenerationMode generationMode)
{
var matOwner = owner as AbstractMaterialNode;
if (matOwner == null)
throw new Exception(string.Format("Slot {0} either has no owner, or the owner is not a {1}", this, typeof(AbstractMaterialNode)));
if (generationMode.IsPreview() && matOwner.isActive)
return matOwner.GetVariableNameForSlot(id);
return ConcreteSlotValueAsVariable();
}
protected virtual string ConcreteSlotValueAsVariable()
{
return "error";
}
public abstract void AddDefaultProperty(PropertyCollector properties, GenerationMode generationMode);
public virtual void GetPreviewProperties(List<PreviewProperty> properties, string name)
{
properties.Add(default(PreviewProperty));
}
public virtual void AppendHLSLParameterDeclaration(ShaderStringBuilder sb, string paramName)
{
sb.Append(concreteValueType.ToShaderString());
sb.Append(" ");
sb.Append(paramName);
}
public abstract void CopyValuesFrom(MaterialSlot foundSlot);
public bool Equals(MaterialSlot other)
{
return m_Id == other.m_Id && owner == other.owner;
}
public override bool Equals(object obj)
{
if (ReferenceEquals(null, obj)) return false;
if (ReferenceEquals(this, obj)) return true;
if (obj.GetType() != this.GetType()) return false;
return Equals((MaterialSlot)obj);
}
public override int GetHashCode()
{
unchecked
{
return (m_Id * 397) ^ (owner != null ? owner.GetHashCode() : 0);
}
}
// this tracks old CustomFunctionNode slots that are expecting the old bare resource inputs
// rather than the new structure-based inputs
internal virtual bool bareResource { get { return false; } set { } }
public virtual void CopyDefaultValue(MaterialSlot other)
{
m_Id = other.m_Id;
m_DisplayName = other.m_DisplayName;
m_SlotType = other.m_SlotType;
m_Hidden = other.m_Hidden;
m_ShaderOutputName = other.m_ShaderOutputName;
m_StageCapability = other.m_StageCapability;
}
}
}