276 lines
10 KiB
C#
276 lines
10 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEditor.Graphing;
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using UnityEditor.ShaderGraph.Serialization;
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using UnityEngine;
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namespace UnityEditor.ShaderGraph.Internal
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{
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public abstract class ShaderInput : JsonObject
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{
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[SerializeField]
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SerializableGuid m_Guid = new SerializableGuid();
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internal Guid guid => m_Guid.guid;
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internal void OverrideGuid(string namespaceId, string name) { m_Guid.guid = GenerateNamespaceUUID(namespaceId, name); }
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[SerializeField]
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string m_Name;
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public string displayName
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{
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get
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{
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if (string.IsNullOrEmpty(m_Name))
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return $"{concreteShaderValueType}_{objectId}";
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return m_Name;
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}
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set
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{
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// this is a raw set of the display name
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// if you want to a fully graph-connected set-and-sanitize-and-update,
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// call SetDisplayNameAndSanitizeForGraph() instead
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m_Name = value;
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}
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}
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// This delegate and the associated callback can be bound to in order for any one that cares about display name changes to be notified
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internal delegate void ChangeDisplayNameCallback(string newDisplayName);
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ChangeDisplayNameCallback m_displayNameUpdateTrigger;
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internal ChangeDisplayNameCallback displayNameUpdateTrigger
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{
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get => m_displayNameUpdateTrigger;
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set => m_displayNameUpdateTrigger = value;
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}
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// sanitizes the desired name according to the current graph, and assigns it as the display name
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// also calls the update trigger to update other bits of the graph UI that use the name
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internal void SetDisplayNameAndSanitizeForGraph(GraphData graphData, string desiredName = null)
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{
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string originalDisplayName = displayName;
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// if no desired name passed in, sanitize the current name
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if (desiredName == null)
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desiredName = originalDisplayName;
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var sanitizedName = graphData.SanitizeGraphInputName(this, desiredName);
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bool changed = (originalDisplayName != sanitizedName);
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// only assign if it was changed
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if (changed)
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m_Name = sanitizedName;
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// update the default reference name
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UpdateDefaultReferenceName(graphData);
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// Updates any views associated with this input so that display names stay up to date
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// NOTE: we call this even when the name has not changed, because there may be fields
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// that were user-edited and still have the temporary desired name -- those must update
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if (m_displayNameUpdateTrigger != null)
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{
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m_displayNameUpdateTrigger.Invoke(m_Name);
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}
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}
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internal void SetReferenceNameAndSanitizeForGraph(GraphData graphData, string desiredRefName = null)
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{
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string originalRefName = referenceName;
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// if no desired ref name, use the current name
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if (string.IsNullOrEmpty(desiredRefName))
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desiredRefName = originalRefName;
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// sanitize and deduplicate the desired name
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var sanitizedRefName = graphData.SanitizeGraphInputReferenceName(this, desiredRefName);
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// check if the final result is different from the current name
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bool changed = (originalRefName != sanitizedRefName);
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// if changed, then set the new name up as an override
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if (changed)
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overrideReferenceName = sanitizedRefName;
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}
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// resets the reference name to a "default" value (deduplicated against existing reference names)
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// returns the new default reference name
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internal string ResetReferenceName(GraphData graphData)
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{
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overrideReferenceName = null;
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// because we are clearing an override, we must force a sanitization pass on the default ref name
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// as there may now be collisions that didn't previously exist
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UpdateDefaultReferenceName(graphData, true);
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return referenceName;
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}
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internal void UpdateDefaultReferenceName(GraphData graphData, bool forceSanitize = false)
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{
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if (m_DefaultRefNameVersion <= 0)
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return; // old version is updated in the getter
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if (forceSanitize ||
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string.IsNullOrEmpty(m_DefaultReferenceName) ||
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(m_RefNameGeneratedByDisplayName != displayName))
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{
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// Make sure all reference names are consistently auto-generated with a pre-pended underscore (if they can be renamed)
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var targetRefName = displayName;
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if (this.isReferenceRenamable && !targetRefName.StartsWith("_"))
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targetRefName = "_" + targetRefName;
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m_DefaultReferenceName = graphData.SanitizeGraphInputReferenceName(this, targetRefName);
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m_RefNameGeneratedByDisplayName = displayName;
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}
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}
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const int k_LatestDefaultRefNameVersion = 1;
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// this is used to know whether this shader input is using:
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// 0) the "old" default reference naming scheme (type + GUID)
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// 1) the new default reference naming scheme (make it similar to the display name)
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[SerializeField]
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int m_DefaultRefNameVersion = k_LatestDefaultRefNameVersion;
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[SerializeField]
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string m_RefNameGeneratedByDisplayName; // used to tell what was the display name used to generate the default reference name
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[SerializeField]
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string m_DefaultReferenceName; // NOTE: this can be NULL for old graphs, or newly created properties
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public string referenceName
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{
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get
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{
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if (string.IsNullOrEmpty(overrideReferenceName))
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{
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if (m_DefaultRefNameVersion == 0)
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{
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if (string.IsNullOrEmpty(m_DefaultReferenceName))
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m_DefaultReferenceName = GetOldDefaultReferenceName();
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return m_DefaultReferenceName;
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}
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else // version 1
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{
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// default reference name is updated elsewhere in the new naming scheme
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return m_DefaultReferenceName;
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}
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}
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return overrideReferenceName;
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}
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}
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public virtual string referenceNameForEditing => referenceName;
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public override void OnBeforeDeserialize()
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{
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// if serialization doesn't write to m_DefaultRefNameVersion, then it is an old shader input, and should use the old default naming scheme
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m_DefaultRefNameVersion = 0;
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base.OnBeforeDeserialize();
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}
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// This is required to handle Material data serialized with "_Color_GUID" reference names
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// m_DefaultReferenceName expects to match the material data and previously used PropertyType
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// ColorShaderProperty is the only case where PropertyType doesn't match ConcreteSlotValueType
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public virtual string GetOldDefaultReferenceName()
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{
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return $"{concreteShaderValueType.ToString()}_{objectId}";
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}
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// returns true if this shader input is CURRENTLY using the old default reference name
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public bool IsUsingOldDefaultRefName()
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{
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return string.IsNullOrEmpty(overrideReferenceName) && (m_DefaultRefNameVersion == 0);
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}
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// returns true if this shader input is CURRENTLY using the new default reference name
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public bool IsUsingNewDefaultRefName()
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{
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return string.IsNullOrEmpty(overrideReferenceName) && (m_DefaultRefNameVersion >= 1);
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}
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// upgrades the default reference name to use the new naming scheme
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internal string UpgradeDefaultReferenceName(GraphData graphData)
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{
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m_DefaultRefNameVersion = k_LatestDefaultRefNameVersion;
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m_DefaultReferenceName = null;
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m_RefNameGeneratedByDisplayName = null;
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UpdateDefaultReferenceName(graphData, true); // make sure to sanitize the new default
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return referenceName;
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}
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[SerializeField]
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string m_OverrideReferenceName;
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internal string overrideReferenceName
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{
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get => m_OverrideReferenceName;
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set => m_OverrideReferenceName = value;
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}
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[SerializeField]
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bool m_GeneratePropertyBlock = true;
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internal bool generatePropertyBlock // this is basically the "exposed" toggle
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{
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get => m_GeneratePropertyBlock;
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set => m_GeneratePropertyBlock = value;
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}
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internal bool isExposed => isExposable && generatePropertyBlock;
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public virtual bool allowedInSubGraph
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{
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get { return true; }
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}
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public virtual bool allowedInMainGraph
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{
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get { return true; }
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}
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internal abstract ConcreteSlotValueType concreteShaderValueType { get; }
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internal abstract bool isExposable { get; }
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internal virtual bool isAlwaysExposed => false;
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// this controls whether the UI allows the user to rename the display and reference names
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internal abstract bool isRenamable { get; }
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internal virtual bool isReferenceRenamable => isRenamable;
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internal virtual bool isCustomSlotAllowed => true;
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[SerializeField]
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bool m_UseCustomSlotLabel = false;
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[SerializeField]
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string m_CustomSlotLabel;
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internal bool useCustomSlotLabel
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{
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get => m_UseCustomSlotLabel;
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set => m_UseCustomSlotLabel = value;
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}
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internal string customSlotLabel
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{
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get => m_CustomSlotLabel;
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set => m_CustomSlotLabel = value;
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}
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internal bool isConnectionTestable
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{
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get => m_UseCustomSlotLabel;
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}
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static internal string GetConnectionStateVariableName(string variableName)
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{
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return variableName + "_IsConnected";
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}
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internal abstract ShaderInput Copy();
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internal virtual void OnBeforePasteIntoGraph(GraphData graph) { }
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}
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}
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